非物质文化遗产 VR 游戏的持续意向:刺激-机体-反应视角

IF 4.4 3区 计算机科学 Q1 COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS Virtual Reality Pub Date : 2024-08-23 DOI:10.1007/s10055-024-01043-7
Ting Qiu, Hong Li, Yongkang Chen, Hui Zeng, Shufang Qian
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引用次数: 0

摘要

近年来,虚拟现实(VR)游戏已成为保护和传承非物质文化遗产的一种流行方法。然而,有关非物质文化遗产虚拟现实游戏用户持续玩下去的动机的实证研究却很有限。本研究旨在回答一个基本问题:哪些因素会影响用户继续玩非物质文化遗产 VR 游戏的意愿?研究考虑了刺激-组织-反应理论(Stimulus-Organism-Response Theory)和技术接受模型(Technology Acceptance Model,TAM),提出了十二个假设并构建了研究框架。对 190 名受访者进行了调查,并使用 PLS-SEM 对调查结果进行了分析。结果显示,视觉吸引力、互动性和沉浸感是衡量用户持续游戏意向的重要指标。此外,VR 游戏的感知有用性、感知易用性和感知愉悦性也会对用户的持续游戏意向产生积极影响。本研究丰富了非物质文化遗产 VR 游戏的研究。它还为学者们提供了理论依据,为 VR 开发者和设计者提供了设计策略。
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Continuance intention toward VR games of intangible cultural heritage: A stimulus-organism-response perspective

Virtual reality (VR) games have become a popular method to preserve and transmit intangible cultural heritage in recent years. However, empirical studies pertaining to motivations behind the continuance intention to play VR games featuring intangible cultural heritage have been limited. The objective of this study focuses on answering an essential question: what factors influence user’s continuance intention to play intangible cultural heritage VR games? Both Stimulus-Organism-Response Theory and Technology Acceptance Model (TAM) are considered to develop twelve hypotheses and build the research framework. A survey of 190 respondents was conducted, and the results were analyzed by using PLS-SEM. The results show that visual attractiveness, interactivity, and immersion are significant indicators in measuring users’ continuance intention to play. Additionally, perceived usefulness, perceived ease of use, and perceived enjoyment of VR games positively influence their continuance intention. This study enriches the research of intangible cultural heritage VR games. It also provides theoretical implications for scholars and design strategies for VR developers and designers.

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来源期刊
Virtual Reality
Virtual Reality COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS-COMPUTER SCIENCE, SOFTWARE ENGINEERING
CiteScore
8.30
自引率
14.30%
发文量
95
审稿时长
>12 weeks
期刊介绍: The journal, established in 1995, publishes original research in Virtual Reality, Augmented and Mixed Reality that shapes and informs the community. The multidisciplinary nature of the field means that submissions are welcomed on a wide range of topics including, but not limited to: Original research studies of Virtual Reality, Augmented Reality, Mixed Reality and real-time visualization applications Development and evaluation of systems, tools, techniques and software that advance the field, including: Display technologies, including Head Mounted Displays, simulators and immersive displays Haptic technologies, including novel devices, interaction and rendering Interaction management, including gesture control, eye gaze, biosensors and wearables Tracking technologies VR/AR/MR in medicine, including training, surgical simulation, rehabilitation, and tissue/organ modelling. Impactful and original applications and studies of VR/AR/MR’s utility in areas such as manufacturing, business, telecommunications, arts, education, design, entertainment and defence Research demonstrating new techniques and approaches to designing, building and evaluating virtual and augmented reality systems Original research studies assessing the social, ethical, data or legal aspects of VR/AR/MR.
期刊最新文献
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