Virtual museums are increasingly adopted to sustain public engagement with cultural heritage, yet the mechanisms through which virtual exhibition experiences motivate on-site visitation remain underexplored. Drawing on the Stimulus–Organism–Response (SOR) framework and extending the Information Systems Success Model (IS Success Model), this study proposes and tests a psychological pathway linking virtual museum experience quality to offline visiting intention. Using the official website of the Sanxingdui Museum as the empirical context, we surveyed 467 users in China who explored the virtual exhibition but had never visited the museum in person. Virtual exhibition experience quality was operationalised through five dimensions: information quality, system quality, perceived interactivity, perceived authenticity and perceived enjoyment. Perceived cultural value and cultural identity were specified as mediators. Structural equation modelling revealed that higher levels of virtual exhibition experience quality significantly enhanced perceived cultural value and cultural identity. Perceived cultural value, in turn, positively predicted cultural identity, and both constructs were positively associated with intention to visit the physical museum, with a significant sequential mediation from experience quality to offline visiting intention via perceived cultural value and cultural identity. These findings clarify how virtual heritage platforms can foster cognitive appreciation and emotional identification that translate into real-world visitation, offering guidance for designing sustainable digital pathways to long-term engagement with cultural institutions.
The importance of natural resources in tourism has been widely recognized, and the conservation of forest ecology is seen as a key factor in promoting sustainable tourism. However, there is a lack of in-depth research on sustainable nature tourism and forest ecology conservation that incorporates tourist demands. In this study, a questionnaire survey was conducted with 370 tourists from Royal Belum State Park, Malaysia, and the KANO model was combined with the Analytic Hierarchy Process (AHP) to categorize and weigh the demands. The data analysis showed that out of 22 demand indicators, 5 indicators were must-have qualities, 8 indicators were one-dimensional qualities, 5 indicators were attractive qualities, and 4 indicators were indifferent qualities. Based on the AHP, a more precise weighting between different demands was obtained, showing the importance of tourist demands. The results of the study not only enriched the theoretical framework of forest wellness tourism but also contributed to helping tourism developers in Royal Belum State Park to formulate a more targeted development strategy to promote the sustainable development of nature tourism, as well as helping to provide a scientific basis for guiding the conservation of forest ecology.
The continuous development of the economy and the constant improvement in living standards have led tourists to have higher expectations for the entire travel experience. However, outdated Pingyao lacquerware tourism souvenirs have struggled to attract tourists’ attention and cannot better meet their demands. It is worth considering whether analyzing tourists’ demands could solve the current issues with lacquerware tourism souvenirs. To address this question, tourists in the Pingyao region were surveyed, and semi-structured interviews and questionnaires as research methods. Initially, semi-structured interviews were conducted with tourists in the Pingyao region to obtain the initial demand indicators for Pingyao lacquerware tourism souvenirs. Based on a literature review and expert summaries, 21 demand indicators were selected for the KANO model questionnaire, and 400 tourists were surveyed using stratified sampling. Data analysis revealed that of the 21 demand indicators evaluated by tourists, 5 as must-be quality, 7 as one-dimensional quality, 5 as attractive quality, and 4 as indifferent quality. The results of this study indicate that the demand attributes evaluated are related to tourists’ satisfaction levels, and the lack of these attributes could lead to dissatisfaction with lacquerware tourism souvenirs. Tourists have shown a strong demand for appearance and a desire for functional diversification in lacquerware souvenirs, with higher expectations for regional and commemorative aspects. Due to the uniqueness of lacquerware materials, tourists have highly prioritized safety and environmental friendliness. Combining the KANO model and AHP have better-assisted researchers in identifying the quality types and importance of tourist demands, providing more targeted insights for designing Pingyao lacquerware tourism souvenirs.
This study investigates the key factors influencing the usability of smartphone graphical user interfaces (GUIs) among elderly users in Shanxi Province, China. A total of 1,111 healthy individuals aged 60-75 years participated in the study. Quantitative analysis methods, including descriptive statistics, Pearson correlation, regression analysis, and mediation and moderation analysis, were employed to examine the interactions between user characteristics (age, education, experience, health status) and GUI design factors (interface layout, text and icon design, feedback mechanisms, information presentation) about usability metrics (cognitive load, interaction barriers, user experience). The analysis revealed that both user characteristics and GUI design factors significantly impact usability outcomes. Specifically, GUI design factors were found to mediate the relationship between user characteristics and usability, while user characteristics moderated the effects of GUI design on usability. These findings underscore the necessity of tailored interface design to enhance user experience and promote digital inclusion among elderly populations. Practical recommendations include the use of larger and more readable text, simplified iconography, and clear, immediate feedback to users. Such adjustments can significantly improve usability and foster greater digital inclusion. This research contributes valuable insights to both theoretical understanding and practical applications in the design of age-appropriate mobile interfaces.
Outdoor experiences significantly enrich intangible cultural heritage tourism, yet limited interaction often restricts deep cultural learning. This research investigates how a mobile application, grounded in experiential learning theory, enhances tourists’ learning about Tang Sancai, a form of Chinese intangible cultural heritage, in the outdoor setting of Sancai Town, Luoyang. Employing a theory learning behavior design scenario framework, the application integrates activity-based exploration, reflective multimedia content, and immersive simulation scenarios to promote active participation, critical reflection, and context-rich outdoor learning experiences. Controlled experiments using pre- and post-tests and questionnaires revealed that participants using the application significantly outperformed those using conventional digital tools in knowledge retention, comprehension, and experiential learning outcomes. Technology acceptance analysis highlighted perceived usefulness as a critical driver of learning success. However, limited effects on behavioral progression suggest that short-term digital interactions may not sustain long-term behavioral change. This research offers a replicable mobile learning framework for outdoor cultural education, extends experiential learning theory to informal tourism contexts, and provides practical insights into using technology to enrich outdoor educational experiences, while supporting heritage preservation.
Due to policy support and capital promotion, retelling traditional mythological stories in animated movies has become a cultural creation trend. Among them, New Gods: Nezha Reborn (2021) is a typical controversial work in recent years that deserves in-depth analysis and discussion. From the perspective of retelling traditional myths and based on the need to build a local Chinese "IP Cinematic Universe", this article discusses the narrative flaws of this movie from four aspects. This article analyzes individual cases and tries to sort out the narrative elements of retelling traditional myths in Chinese animated films. Firstly, the concept of the "Fengshen Universe", which is currently being discussed in China, is compared with the more mature Marvel Cinematic Universe (MCU), and how female characters are portrayed under the premise of constructing the "IP Cinematic Universe" is presented. The "Fengshen Universe" concept is compared to the more mature the MCU. Then, based on the evolution of Nezha in mythology and the logic of commercial narratives, we discuss the setting and portrayal of protagonists and villains. Third, we analyze the need for animated films to incorporate a space for realism in the narrative retelling of myths. Finally, it discusses integrating the postmodern landscape into the narrative of retold myths in Chinese animated mythological films. This paper concludes that retelling traditional myths in Chinese animated films is not a retelling of ancient stories nor an arbitrary dissolution and parody of myths. Still, it is necessary to endow traditional myths with contemporary contexts and realist meanings through narratives.