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基于价值采纳模型的博物馆数字文创产品购买意愿研究

Research on the purchase intention of museum digital cultural and creative products based on value adoption model.

作者信息

Gu Mengen, Zhao Tongtong

机构信息

School of Art, Hunan University of Information Technology, Maotang Industrial Park, Xingsha Economic Development Zone, Changsha, 410151, Hunan Province, China.

School of Fine Arts, Hunan Normal University, 638 Lushan South Road, Yuelu District, Changsha, 410012, Hunan Province, China.

出版信息

Sci Rep. 2025 May 25;15(1):18184. doi: 10.1038/s41598-025-02140-6.

Abstract

Museum digital cultural and creative products rejuvenate ancient treasures and promote the development of cultural and creative industries. With the surge in purchases over the past few years, investigating the underlying factors has become a compelling question. Therefore, based on the Value-Based Adoption Model, this paper explores the factors and intrinsic mechanisms influencing consumers' purchase decisions regarding these products. The collected data were analyzed using SPSS for preliminary analysis, and structural equation modeling was conducted using AMOS to test the research hypotheses. Results showed: (1) Perceived benefits positively influence purchase intention and value. (2) Perceived sacrifices negatively influence purchase intention and value. (3) Perceived value positively influences purchase intention and mediates the effects of perceived benefits and sacrifices. (4) Social influence positively moderates the relationship between perceived value and purchase intention. Specifically, entertainment experience, cultural experience, and perceived value positively influence purchase intention, while perceived cost and perceived risk negatively impact it. Based on these findings, developers should enhance product playability and cultural significance. Relevant departments should employ various strategies to reduce consumers' cybersecurity risks and copyright issues during shopping while also minimizing selling costs to attract more consumer attention and purchases.

摘要

博物馆数字文创产品让古老瑰宝焕发生机,推动文创产业发展。在过去几年购买量激增的情况下,探究其背后因素成为一个紧迫问题。因此,本文基于价值采纳模型,探讨影响消费者购买此类产品决策的因素及内在机制。使用SPSS对收集的数据进行初步分析,并运用AMOS进行结构方程建模以检验研究假设。结果显示:(1)感知利益对购买意愿和价值有正向影响。(2)感知牺牲对购买意愿和价值有负向影响。(3)感知价值对购买意愿有正向影响,并在感知利益和牺牲的影响中起中介作用。(4)社会影响对感知价值与购买意愿之间的关系有正向调节作用。具体而言,娱乐体验、文化体验和感知价值对购买意愿有正向影响,而感知成本和感知风险对其有负向影响。基于这些发现,开发者应提高产品的可玩性和文化意义。相关部门应采取多种策略,降低消费者购物时的网络安全风险和版权问题,同时尽量降低销售成本,以吸引更多消费者关注和购买。

https://cdn.ncbi.nlm.nih.gov/pmc/blobs/d4d2/12104383/674c8280b22d/41598_2025_2140_Fig1_HTML.jpg

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