MZ一代虚拟博物馆元宇宙内容提案

IF 1.3 4区 艺术学 0 ART DIGITAL CREATIVITY Pub Date : 2022-04-03 DOI:10.1080/14626268.2022.2063903
Hyun-Kyung Lee, Soobin Park, Yeonji Lee
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引用次数: 19

摘要

本文介绍了一项针对虚拟世界潜在受众的营销研究,特别关注博物馆对网络空间的使用,以及如何在网上复制它们的一些物理功能。在数字化转型中,虚拟世界已经成为线下活动最重要的替代方案之一,博物馆展览就是极具代表性的。然而,现有的虚拟博物馆未能吸引到MZ一代,尽管他们的非接触式生活方式带来了机会。因此,本研究旨在创造MZ一代积极反应并参与的新内容建议。本研究通过五种方法进行:文献综述、案例研究、调查、人物塑造和深度访谈。根据市场细分和策略(MS&S)技术,两种类型的回应被用来创建和定位两种类型的潜在用户角色——“探索性角色”和“娱乐性角色”。因此,本研究提出了三个未来的方向和内容,以更好地针对MZ一代:为两种角色的用户开发技术,为探索性角色的用户创建用户内容,以提高用户参与度,为娱乐性角色的用户通过各种社区进行更积极的营销。
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A proposal of virtual museum metaverse content for the MZ generation
ABSTRACT This paper presents a marketing study of the metaverse's potential audience, particularly focusing on museums' use of cyberspace and how some of their physical functions can be replicated online. Among digital transformations, the metaverse has become one of the most significant alternatives to offline events, with museum exhibitions highly representative of it. However, existing virtual museums fail to attract the MZ generation despite the opportunities arising from their contactless lifestyle. Therefore, this study aims to create new content suggestions that the MZ generation positively reacts to and becomes involved in. This research was conducted through five methods: a literature review, case studies, survey, persona creation, and in-depth interviews. According to the market segmentation and strategy (MS&S) technique, two types of responses were used to create and target two types of personas of potential users—‘explorative persona' and ‘entertaining persona’. This study thus suggests three future directions and content for metaverse virtual museums to better target the MZ generation: technical development for users of both personas, user creation content to enhance user participation for the users of explorative persona, and more active marketing through various community for the users of entertaining persona.
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来源期刊
CiteScore
3.10
自引率
9.10%
发文量
19
期刊介绍: Digital Creativity is a major peer-reviewed journal at the intersection of the creative arts, design and digital technologies. It publishes articles of interest to those involved in the practical task and theoretical aspects of making or using digital media in creative disciplines. These include but are not limited to visual arts, interaction design, physical computing and making, computational materials, textile and fashion design, filmmaking and animation, game design, music, dance, drama, architecture and urban design. The following list, while not exhaustive, indicates a range of topics that fall within the scope of the journal: * New insights through the use of digital media in the creative process * The relationships between practice, research and technology * The design and making of digital artefacts and environments * Interaction relationships between digital media and audience / public * Everyday experience with digital design and artwork * Aspects of digital media and storytelling * Theoretical concepts
期刊最新文献
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