Earticle

현재 위치 Home

The Roles of Digital Exhibition in Enhancing Immersive Experience and Purchase Intention

첫 페이지 보기
  • 발행기관
    한국경영정보학회 바로가기
  • 간행물
    Asia Pacific Journal of Information Systems KCI 등재 SCOPUS 바로가기
  • 통권
    제33권 제1호 (2023.03)바로가기
  • 페이지
    pp.188-205
  • 저자
    Sojung Yoon, Nam Ji Eum, Jai-Yeol Son
  • 언어
    영어(ENG)
  • URL
    https://www.earticle.net/Article/A427501

※ 기관로그인 시 무료 이용이 가능합니다.

5,200원

원문정보

초록

영어
Museums in modern society serve to a broader public than their early predecessors. In response to such transition, many art museums now open digital exhibitions to provide immersive experience and maximize user interaction. This study aims to find facilitators of mass popularity in the field of art by identifying the effect of specific features of digital exhibitions – animated image and storytelling description – on museum visitors’ immersive experience and willingness-to-pay price premium (WTP). By performing an online-based two (art types: still image vs. animated image) by two (description types: informative description vs. storytelling description) experiment, we find that animated images and storytelling description enhance experiential value and imagery vividness, the two aspects of immersion, and WTP. Furthermore, the impact of digital exhibition on visitors’ immersive experience and WTP is stronger when animated images and storytelling description are adopted together. This paper contributes to both IS literature and museum industry by identifying specific features and mechanism of digital exhibition that could enhance visitors’ immersive art experience. By studying digital exhibition, which is not bound by physicality of artwork and exhibition space, this study also offers an empirical insight that advocate timely adoption of a “contactless” museum experience.

목차

ABSTRACT
Ⅰ. Introduction
Ⅱ. Theoretical Background
2.1. Digital Exhibition
2.2. Willingness-To-Pay Price Premium
Ⅲ. Research Methodology
3.1. Experiment Setting
3.2. Experiement Procedures
3.3. Measurement
Ⅳ. Data Analysis and Results
4.1. Participants Background Information
4.2. Experiential value
4.3. Imagery Vividness
4.4. Willingness-to-pay Price Premium (WTP)
Ⅵ. Limitations and Suggestions for Future Research
Ⅶ. Conclusion
Acknowledgement

키워드

Interactive Art Immersive Experience User Experience Design Digital Exhibition Digital Storytellilng

저자

  • Sojung Yoon [ PhD Student, Carlson School of Management, University of Minnesota, USA ]
  • Nam Ji Eum [ PhD Student, Carlson School of Management, University of Minnesota, USA ]
  • Jai-Yeol Son [ Professor, Information Systems at Yonsei University, Korea ] Corresponding Author

참고문헌

자료제공 : 네이버학술정보

간행물 정보

발행기관

  • 발행기관명
    한국경영정보학회 [The Korea Society of Management information Systems]
  • 설립연도
    1989
  • 분야
    사회과학>경영학
  • 소개
    이 학회는 경영정보학의 연구 및 교류를 촉진하고 학문의 발전과 응용에 공헌함을 목적으로 합니다.

간행물

  • 간행물명
    Asia Pacific Journal of Information Systems
  • 간기
    계간
  • pISSN
    2288-5404
  • eISSN
    2288-6818
  • 수록기간
    1990~2026
  • 등재여부
    KCI 등재,SCOPUS
  • 십진분류
    KDC 325 DDC 658

이 권호 내 다른 논문 / Asia Pacific Journal of Information Systems 제33권 제1호

    피인용수 : 0(자료제공 : 네이버학술정보)

    함께 이용한 논문 이 논문을 다운로드한 분들이 이용한 다른 논문입니다.

      페이지 저장