Zhang Binyuan, Jia Tingting, Zhang Wenhui
School of Economics and Trade, Henan Polytechnic Institute, Nanyang, China.
School of Digital Media and Art Design, Nanyang Institute of Technology, Nanyang, China.
Front Public Health. 2024 Nov 27;12:1338387. doi: 10.3389/fpubh.2024.1338387. eCollection 2024.
Driven by modern technological innovations (virtual reality, augmented reality, mixed reality and interactive 3D, etc.), digital museums open up new modes of user visitation through virtual exhibition halls and interactive technologies, thus bridging the gap between the museums and their users for in-depth communication. This study explores the determinants of users' continuance intention to use digital museums based on Bagozzi's self-regulation framework. We found that appraisal factors (interaction quality, media richness, and information quality) were strong predictors of emotional reaction (satisfaction and perceived playfulness). In particular, media richness and information quality had significant effects on both satisfaction and perceived playfulness. However, interaction quality only positively affected satisfaction. Both satisfaction and perceived playfulness positively influence users' continuance intention to use digital museums. These findings enrich the literature on digital museums, offer new perspectives and supplements to existing research on user behavior in digital museums, thereby assisting developers and operators of digital museums in more effectively designing their digital systems and enhancing user experience.
在现代技术创新(虚拟现实、增强现实、混合现实和交互式3D等)的推动下,数字博物馆通过虚拟展厅和交互式技术开辟了新的用户参观模式,从而弥合了博物馆与其用户之间的差距,实现深入交流。本研究基于巴戈齐的自我调节框架,探讨了用户持续使用数字博物馆意愿的决定因素。我们发现,评价因素(交互质量、媒体丰富度和信息质量)是情感反应(满意度和感知趣味性)的有力预测指标。特别是,媒体丰富度和信息质量对满意度和感知趣味性均有显著影响。然而,交互质量仅对满意度产生积极影响。满意度和感知趣味性均对用户持续使用数字博物馆的意愿产生积极影响。这些发现丰富了关于数字博物馆的文献,为数字博物馆用户行为的现有研究提供了新的视角和补充,从而帮助数字博物馆的开发者和运营者更有效地设计其数字系统并提升用户体验。