Exploring trust and social cognition in the adoption of Metaverse-based museums DOI
Mousa Al-kfairy

Kybernetes, Journal Year: 2025, Volume and Issue: unknown

Published: April 15, 2025

Purpose This study examines the factors influencing users' intentions to adopt virtual reality (VR) technologies in museums, emphasizing role of social cognitive theory (SCT) constructs and trust dimensions (ability, integrity benevolence). Design/methodology/approach A survey 413 university students from UAE, KSA Kuwait was conducted, partial least squares structural equation modeling (PLS-SEM) applied analyze relationships between SCT constructs, behavioral intention. Findings significantly impact intention use VR museums. Trust is a key mediator whose play pivotal roles shaping intentions. Gender moderates these relationships, while cultural age differences have minimal effects. Originality/value advances understanding psychological trust-based driving adoption contexts. It provides actionable insights for enhancing users’ Metaverse-based supporting practitioners policymakers leveraging within Metaverse.

Language: Английский

The Impact of VR Exhibition Experiences on Presence, Interaction, Immersion, and Satisfaction: Focusing on the Experience Economy Theory (4Es) DOI Creative Commons

Sungbok Chang,

Jee Hye Suh

Systems, Journal Year: 2025, Volume and Issue: 13(1), P. 55 - 55

Published: Jan. 16, 2025

This study systematically analyzes and emphasizes the importance of VR exhibition experiences, a relatively under-researched area. It examines effects experiences on presence interaction influence presence. Additionally, how these factors impact user immersion satisfaction is explored, relationship between analyzed. Specifically, this investigates virtual similar to those in physical galleries, provide sense reality, leading artwork ultimately resulting satisfaction. The findings reveal that, among experience factors, entertainment, escapism, aesthetic positively (+) affected interaction, while educational negatively (−) influenced it. Furthermore, presence, whereas did not significantly Interaction both Presence but affect Finally, suggests that strategies enhance are crucial designing experiences. They also an important foundation for future research by analyzing relationships immersion,

Language: Английский

Citations

0

Gamification in Virtual Reality Museums: Effects on Hedonic and Eudaimonic Experiences in Cultural Heritage Learning DOI Creative Commons
Sumalee Sangamuang,

Natchaya Wongwan,

Kannikar Intawong

et al.

Informatics, Journal Year: 2025, Volume and Issue: 12(1), P. 27 - 27

Published: March 3, 2025

Virtual museums powered by virtual reality (VR) technology serve as innovative platforms for cultural preservation and education, combining accessibility with immersive user experiences. While gamification has been widely explored in educational entertainment contexts, its impact on experiences heritage remains underexplored. Prior research focused primarily engagement enjoyment gamified environments but not sufficiently distinguished between hedonic (pleasure-driven) eudaimonic (meaning-driven) or their learning outcomes. This study aims to address this gap comparing non-gamified museum designs evaluate effects experiences, knowledge acquisition, behavioral engagement. Using a quasi-experimental approach 70 participants, the findings indicate that significantly enhances including enjoyment, engagement, satisfaction, while fostering prolonged interaction deeper exploration. However, outcomes such personal growth reflection did exhibit statistically significant differences. These results underscore potential of VR balance value, offering insights into user-centered design strategies systems bridge technology, culture,

Language: Английский

Citations

0

Exploring trust and social cognition in the adoption of Metaverse-based museums DOI
Mousa Al-kfairy

Kybernetes, Journal Year: 2025, Volume and Issue: unknown

Published: April 15, 2025

Purpose This study examines the factors influencing users' intentions to adopt virtual reality (VR) technologies in museums, emphasizing role of social cognitive theory (SCT) constructs and trust dimensions (ability, integrity benevolence). Design/methodology/approach A survey 413 university students from UAE, KSA Kuwait was conducted, partial least squares structural equation modeling (PLS-SEM) applied analyze relationships between SCT constructs, behavioral intention. Findings significantly impact intention use VR museums. Trust is a key mediator whose play pivotal roles shaping intentions. Gender moderates these relationships, while cultural age differences have minimal effects. Originality/value advances understanding psychological trust-based driving adoption contexts. It provides actionable insights for enhancing users’ Metaverse-based supporting practitioners policymakers leveraging within Metaverse.

Language: Английский

Citations

0