沉浸式体验对相遇信息采用的影响:算法推荐下人工智能虚拟直播的实验证据

IF 3.4 3区 管理学 0 INFORMATION SCIENCE & LIBRARY SCIENCE
Chunnian Liu, Ling Xiang, Lan Yi
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引用次数: 0

摘要

目的本文旨在从沉浸式体验的角度探讨影响虚拟直播信息采纳的因素。设计/方法/途径在回顾相关文献和理论的基础上,构建了虚拟直播用户遭遇信息采纳的模型。为了完成实证研究,我们设计了两个实验和问卷,以调查高沉浸体验和低沉浸体验之间的关系。利用结构方程模型,共收集并分析了 1332 份有效调查样本。研究结果研究结果表明,用户在虚拟直播中的沉浸式体验对感知有用性、信任和承诺有积极影响。此外,感知有用性和信任对用户的情绪唤醒有积极影响,并能增强内容体验,而承诺对内容体验有消极影响。用户的情绪唤醒和内容体验有助于他们采用相遇信息。感知有用性、信任、承诺、情感唤醒和内容体验对沉浸体验对相遇信息采纳的影响具有部分中介作用。数字素养在很大程度上调节了内容体验与相遇信息采纳之间的关系。在虚拟直播背景下,影响用户相遇信息采纳的因素可分为三个不同的体系。影响相遇信息采纳的最重要因素是信任和承诺,它们位于第一系统。原创性/价值 本研究构建了虚拟直播用户相遇信息采纳模型,并从沉浸体验的角度探讨了相遇信息采纳的形成机制,为进一步理解虚拟直播用户相遇信息采纳的影响提供了新的视角。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Impact of immersion experience on encountering information adoption: experimental evidence from AI virtual live streaming under the algorithmic recommendation
PurposeThe purpose of this paper is to explore the factors influencing the encountering information adoption of virtual live streaming from the perspective of the immersion experience. In addition, the paper aims to provide new theoretical perspectives and analytical frameworks for virtual live information behavior.Design/methodology/approachBased on a review of relevant literature and theories, a model of the encountering information adoption of virtual live streaming users is constructed. In order to complete the empirical study, two experiments and questionnaires have been designed to investigate the relationship between high and low immersion experiences. A total of 1,332 valid survey samples were collected and analyzed, utilizing the structural equation model. In order to delineate the regimes, Gradient Boosted Regression Tree (GBRT) and Lasso regression were further utilized.FindingsThe research findings indicate that users' immersion experience in virtual live streaming has a positive effect on perceived usefulness, trust, and commitment. Furthermore, perceived usefulness and trust have a positive effect on users' emotional arousal and enhance the content experience, while commitment has a negative effect on the content experience. The emotional arousal and content experience of users contribute to their encountering information adoption. The effect of immersion experience on encountering information adoption is partially mediated by perceived usefulness, trust, commitment, emotional arousal, and content experience. The relationship between content experience and encountering information adoption is moderated by digital literacy to a significant extent. In the context of virtual live streaming, the factors influencing users' encountering information adoption can be divided into three distinct regimes. The most significant factors affecting encounter information adoption are trust and commitment, which are located in the first regime. Emotional arousal and digital literacy are situated in the third regime, with the least significant influence on encountering information adoption.Originality/valueThis study constructs a model of virtual live streaming users' encountering information adoption and explores the formation mechanism of encountering information adoption from the perspective of immersion experience, which provides a new perspective for further understanding the influence of virtual live-streaming users' encountering information adoption.
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来源期刊
Library Hi Tech
Library Hi Tech INFORMATION SCIENCE & LIBRARY SCIENCE-
CiteScore
8.30
自引率
44.10%
发文量
97
期刊介绍: ■Integrated library systems ■Networking ■Strategic planning ■Policy implementation across entire institutions ■Security ■Automation systems ■The role of consortia ■Resource access initiatives ■Architecture and technology ■Electronic publishing ■Library technology in specific countries ■User perspectives on technology ■How technology can help disabled library users ■Library-related web sites
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