Consumption of Cultural Content in the Digital Environment in the Post-Pandemic Latvia

Jelena Budanceva, A. Svirina
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Abstract

Abstract Research purpose. COVID-19 has a huge impact on the life-style in modern society, including the switching to online studies and remote work. The majority of the studies view the consequences as negative, while at the same time the pandemic have enhanced some positive changes. The goal of the research is to find out, how the time spent online and the content consumed online are changed due to pandemic as well as to determine what cultural content young people are consuming online. Design / Methodology / Approach. To achieve the research purpose author conducted a survey, using own developed instrument – questionnaire. In total, 1029 respondents participated and 934 questionnaires were valid. The survey was conducted in December 2020 using snowball sampling. The developed questionnaire contained 14 questions were grouped into 2 sections: A) Questions about consumption on cultural content online before and during the pandemic and B) Respondent profile. Findings. Totally the number of hours young people are spending online in post-pandemic period increased because of COVID, but most fastest growth is by those who spent more than 8 hours (from 15 to 100 persons). 53,2% from all respondents are spending about ¼ of all time online consuming cultural content, and 23,2% are not consummating cultural content online at all. 3 main significant reasons why the youth is spending time online are: it is easy and fast (77%); the digital environment is always along in the phone (77%); in the digital environment it is possible to communicate with friends (65%). Spending time online most respondents are consuming informative content, including news and blogs (64%) and the content related to hobbies or leisure (60%), but the cultural content was ranked with just 26%. The most used digital cultural content is movie watching (30,5%), seminars and courses about culture (18,6%), conferences dedicated to culture topics (17,1%), tours in world museums (16,3%) and study books (15,9%). Further, gender, like gender, can not be considered both a significant factor and a predictor of digital consumption. Unlike the two, occupation and place of living are predictors for share of online cultural consumption: occupation appeared to be a moderating factor for digital consumption of cultural content, which make Latvian findings different from what appears in literature. Originality / Value / Practical implications. The results of the research are representing changes in online consumption of culture goods and services caused by COVID-19. As the target group of this survey are youth from 18 to 25 years old, they can be used by evaluating potential and planning of culture goods and services online for this target group. It because evident, that some of the post-pandemic cultural consumption trends appeared as the impact of pandemic, enhancing cultural consumption growth in certain areas, involving more youngsters to cultural consumption compared to pre-pandemic period.
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后大流行病时代拉脱维亚数字环境中的文化内容消费
摘要 研究目的。COVID-19 对现代社会的生活方式产生了巨大影响,包括转向在线学习和远程工作。大多数研究认为其后果是负面的,但与此同时,这一流行病也促进了一些积极的变化。本研究的目的是了解大流行病对上网时间和上网内容的影响,并确定年轻人在网上消费哪些文化内容。设计/方法/途径。为实现研究目的,作者使用自己开发的工具--问卷进行了一次调查。共有 1029 名受访者参与,有效问卷 934 份。调查于 2020 年 12 月进行,采用滚雪球抽样法。所编制的问卷包含 14 个问题,分为两个部分:A) 关于大流行之前和期间网上文化内容消费的问题;B) 受访者概况。调查结果。由于 COVID 的存在,大流行后的年轻人上网时长总体上有所增加,但增长最快的是上网时长超过 8 小时的年轻人(从 15 小时到 100 小时不等)。在所有受访者中,有 53.2%的人把大约 1/4 的上网时间用于消费文化内容,有 23.2%的人完全不上网消费文化内容。青少年上网的三个主要原因是:上网方便快捷(77%);手机里总是有数字环境(77%);在数字环境中可以与朋友交流(65%)。大多数受访者在网上消磨的时间是信息内容,包括新闻和博客(64%)以及与爱好或休闲有关的内容(60%),但文化内容仅占 26%。使用最多的数字文化内容是电影观赏(30.5%)、文化研讨会和课程(18.6%)、文化专题会议(17.1%)、世界博物馆游览(16.3%)和学习书籍(15.9%)。此外,性别与性别一样,不能被视为数字消费的重要因素和预测因素。与这两项因素不同的是,职业和居住地是预测在线文化消费比例的因素:职业似乎是文化内容数字消费的一个调节因素,这使得拉脱维亚的研究结果与文献中出现的结果不同。原创性/价值/现实意义。研究结果代表了 COVID-19 所引起的文化产品和服务在线消费的变化。由于本次调查的目标群体是 18 至 25 岁的年轻人,因此这些结果可用于评估该目标群体在线文化产品和服务的潜力和规划。很明显,大流行后的一些文化消费趋势是由于大流行的影响而出现的,与大流行前相比, 这些趋势促进了某些地区的文化消费增长,使更多的年轻人参与到文化消费中来。
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