增强现实营销提升博物馆参观意向

IF 5.3 3区 管理学 Q1 HOSPITALITY, LEISURE, SPORT & TOURISM
Chih-Hung Wu, Yi-Fang Lin, K. Peng, Chih-Hsing Liu
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引用次数: 2

摘要

目的本研究旨在探讨博物馆参观的增强现实(AR)效果。设计/方法论/方法基于动机模型和灵感模型的AR营销,揭示了可以增加博物馆参观量的关键心理过程和AR。采用混合方法对定性研究进行分析,并对模型假设进行检验,以了解人们对博物馆参观日益增加的AR营销的看法。发现作者发现,灵感和感知质量AR对于提高博物馆参观的态度至关重要。因此,AR开发者可以专注于感知增强质量中的功利性和享乐性利益,以激发用户参观博物馆的意愿。独创性/价值本研究通过混合方法扩展了灵感模型,以调查AR技术如何鼓励和利用游客体验,从心理上提高博物馆参观意向。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Augmented reality marketing to enhance museum visit intentions
Purpose This study aims to explore the augmented reality (AR) effectiveness of museum visiting. Design/methodology/approach Based on the AR marketing of the motivation model and the inspiration model, the critical mental process and AR were revealed that could increase museum visits. The mixed-methods approach was adopted to analyze the qualitative research and test the model hypotheses to understand the perceptions of the increasing AR marketing of museum visits. Findings The authors found that inspiration and perceived quality AR are critical to enhancing the attitudinal of museum visits. AR developers can thus focus on utilitarian and hedonic benefits in perceptual augmentation quality to inspire users’ willingness to visit museums. Originality/value This study extended the inspiration model through a mixed-methods approach to investigate how AR technologies encourage and leverage visitor experience to increase museum visit intention psychologically.
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来源期刊
Journal of Hospitality and Tourism Technology
Journal of Hospitality and Tourism Technology HOSPITALITY, LEISURE, SPORT & TOURISM-
CiteScore
8.40
自引率
12.80%
发文量
41
期刊介绍: The Journal of Hospitality and Tourism Technology is the only journal dedicated solely for research in technology and e-business in tourism and hospitality. It is a bridge between academia and industry through the intellectual exchange of ideas, trends and paradigmatic changes in the fields of hospitality, IT and e-business. It covers: -E-Marketplaces, electronic distribution channels, or e-Intermediaries -Internet or e-commerce business models -Self service technologies -E-Procurement -Social dynamics of e-communication -Relationship Development and Retention -E-governance -Security of transactions -Mobile/Wireless technologies in commerce -IT control and preparation for disaster -Virtual reality applications -Word of Mouth. -Cross-Cultural differences in IT use -GPS and Location-based services -Biometric applications -Business intelligence visualization -Radio Frequency Identification applications -Service-Oriented Architecture of business systems -Technology in New Product Development
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