The dissemination and preservation of cultural heritage has attracted much attention globally, and serious games play an important role in cultural heritage dissemination and preservation; however, it is not clear which experiences of serious games are effective in increasing people’s attention to cultural heritage. This study combines the experience economy and stimulus–organism–response (SOR) theory to construct a theoretical model to explore which experiences of serious games influence users’ behavioral intention to care about cultural heritage. We surveyed 302 users who experienced serious games and analyzed the data and measurement model using SPSS 27 and partial least squares structural equation modeling (PLS-SEM). The results showed that the four experiences of serious games (educational, entertaining, escapist, and esthetic) had a significant effect on users’ perceived value and memory and that perceived value and memory significantly influenced users’ participation. In addition, this study found that the entertainment experience was not only a key factor influencing perceived value and memory, but also the most significant factor directly affecting user participation. This finding provides specific recommendations for game developers and cultural heritage organizations to enhance user engagement. Enhancing the four experience dimensions and strengthening users’ perceived value and memory can effectively encourage users to pay attention to cultural heritage through serious games and contribute to the preservation and sustainable development of cultural heritage.
The Metaverse Online Art Museum (MOAM) represents an innovative application of metaverse technology in the art field, with an increasing number of art galleries and museums transitioning to the metaverse. In the metaverse environment, audiences can overcome geographical and economic limitations, enjoying artworks anytime and anywhere, resulting in a more unique and immersive experience. However, there is still a lack of research on audience switching intention from traditional offline art museum (TOAM) to MOAM. To fill this academic gap, our study aims to explore and validate the key factors influencing Chinese audiences’ Switching Intentions (SWI) to MOAM. Specifically, we integrated Flow Theory (FT) and Self-Determination Theory (SDT) into the Push-Pull-Mooring framework to develop a new conceptual model, elucidating the internal mechanisms of push, pull, and mooring effects on switching intentions (SWI). Through an online questionnaire, we recovered 305 valid samples from the audience that experienced MOAM and systematically analyzed the data using Partial Least Squares Equation (PLS-SEM). The results of the study showed that eight of the ten hypotheses were valid and that two push factors (visiting inconvenience and dissatisfaction), five pull factors (concentrated attention, perceived enjoyment, presence, autonomy, and competence), and one mooring factor (visiting inertia) had a significant effect on SWI. But, Perceived risk and Relatedness did not significantly influence switching MOAM. The findings of this study not only contribute valuable theoretical insights for metaverse and MOAM, but also provide important insights for relevant service providers in optimizing audience experience and improving switching rate at the practical level. Additionally, it gives direction and reference to the government and enterprises in formulating specific policies and management measures. It also helps to promote the sustainable development of the metaverse art ecology.
21 April 2025 in Interactive Learning Environments
Customer loyalty is critical for organizations to gain market share and maintain a sustained competitive advantage. However, no study has yet explored customer loyalty in online dating platforms. Perceived value theory suggests that perceived value is a key predictor of customer loyalty. Accordingly, this research constructed a conceptual model drawing on a multidimensional perspective of perceived value to explore customer loyalty in online dating platforms and investigated the mediating role of satisfaction. By quantitatively analyzing 352 customers who had experienced online dating platforms and utilizing structural equation modeling (SEM) to examine the relationships among propositions, the research demonstrated a strong positive correlation between perceived value, satisfaction, and loyalty, and a notable indirect impact on loyalty through satisfaction. In addition, the experiential value dimension of perceived benefits had the most positive and substantial influence on perceived value, while the perceived risk dimension of perceived sacrifice had the most negative and notable impact on perceived value. The results of the study provide designers, managers, and vendors of online dating platforms with valuable insights into customer behavior and practical recommendations for improvement, helping them to develop more effective strategies to enhance market competitiveness and ensure the sustainability of their platforms.
The breakthrough in artificial intelligence technology and the development of smart healthcare models have significantly improved modern healthcare services. However, the elderly population still faces numerous challenges. Therefore, the aim of this study is to enhance the interactive experience of elderly users and to propose effective design strategies through optimized design methods. Based on the INPD research methodology, the design process is divided into four stages. First, in the SET phase, product opportunity gaps are identified, followed by in-depth interviews and surveys to gather user needs. Second, the AHP method is used to establish a hierarchical model and judgment matrix to determine the subjective weights of each need, while the EWM method, based on survey data, determines the objective weights of each need. To ensure the scientific nature of the overall weight, a combined weighting approach is used, followed by a final prioritization of needs. Third, after translating user needs into design requirements, three design schemes are produced, and the TOPSIS method is used to calculate the weights and evaluate the optimal scheme. Fourth, the product opportunities are implemented and tested. The research results indicate that the proposed optimization design method is effective and not only reduces the barriers and challenges elderly users face when interacting with intelligent products but also enhances their overall experience. Moreover, it provides a practical approach to the sustainable development of smart healthcare. As an essential component of future healthcare services, the sustainability of smart healthcare will depend on a deep understanding of user needs and continuous optimization. The design strategy proposed in this study offers practical application value, improving elderly users’ satisfaction while also providing insights that may be useful for other smart services.