体验-技术契合度(ETF)对消费行为的影响:扩展现实(XR)访客体验

T. Jung, S. Bae, Natasha Moorhouse, Ohbyung Kwon
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摘要

传统上,任务-技术契合度(TTF)理论被用于检验技术在工作环境中的有用性。同样的方法(基于经验而不是基于任务)能否应用于非工作、文化遗产环境?这是作者在这项研究中提出的问题。本研究提出了一种基于体验经济模型的TTF新变体,即体验-技术契合(ETF),用于非工作环境,特别是在文化遗产背景下,通过结合沉浸式技术和人工智能的扩展现实技术增强游客体验。设计/方法/方法采用定量调查方法,实证分析旨在确定混合现实(MR)特征(交互性、生动性)、语音用户界面(VUI)特征(语音识别、语音合成)和体验经济因素(教育、娱乐、审美、逃避)对满意度、重访意愿和实际购买的影响,提出新的ETF模型。发现svui、MR和经验因素与ETF显著相关;当与基于核磁共振的经验相结合时,ETF与满意度显著相关。本研究的结果进一步证明了用户参与磁共振体验时的满意度与重访意愿之间的关系,而购买意愿与实际购买显著相关。本研究的新颖贡献在于提出了EFT模型,这是一种基于体验经济模型的TTF的新变体。总体而言,本研究将TTF的应用扩展到以体验为导向的业务,从而拓宽了作者对技术成功的理解,并特别关注了文化遗产背景下扩展现实(XR)的技术适配性。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
The effects of Experience-Technology Fit (ETF) on consumption behavior: Extended Reality (XR) visitor experience
PurposeTraditionally, Task–Technology Fit (TTF) theory has been applied to examine the usefulness of technology in the work environment. Can the same approach (based on experience rather than tasks) be applied to non-work, cultural heritage environments? This is the question the authors ask in this study. This study proposes a new variation of TTF based on the experience economy model, namely Experience–Technology Fit (ETF), for the non-work environment, in particular, in the context of cultural heritage, where visitor experience is enhanced by extended reality technology, which combines immersive technologies and artificial intelligence.Design/methodology/approachEmploying a quantitative survey method, the empirical analysis seeks to determine the influence of Mixed Reality (MR) characteristics (interactivity, vividness), Voice User Interface (VUI) characteristics (speech recognition, speech synthesis) and experience economy factors (education, entertainment, esthetic, escape) on satisfaction, revisit intention and actual purchase to propose a new ETF model.FindingsVUI, MR, and experience factors were significantly associated with ETF; when combined with MR-based experience, ETF was significantly associated with satisfaction. This study’s findings further demonstrate the relationship between users' satisfaction when engaging with MR-based experience and revisit intention, while purchase intention was significantly associated with the actual purchase.Originality/valueThe novel contribution of this study is the proposal of the EFT model, a new variation of TTF based on the experience economy model. Overall, this study expands the applications of TTF to an experience-oriented business, thereby broadening the authors’ understanding of technological success with a specific focus on the technology fit of Extended Reality (XR) in the context of cultural heritage.
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