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A Study of Metaverse Exhibition Sustainability on the Perspective of the Experience Economy

Author

Listed:
  • Minglu Wang

    (School of Art, Qilu University of Technology, Jinan 250353, China)

  • Shanshan Liu

    (School of Communication, Nanyang Institute of Technology, Nanyang 473004, China)

  • Lingling Hu

    (School of Art, Qilu University of Technology, Jinan 250353, China)

  • Jong-Yoon Lee

    (School of Art, Sangmyung University, Cheonan 330-720, Republic of Korea)

Abstract

With the development of information technology, many well-known art museums and galleries have adopted metaverse exhibitions for online display and dissemination of art information, building sustainable ways to participate in and experience art. Users can access the metaverse exhibition platform through the internet and enjoy classic artworks in the virtual space, which has gained many forms of artistic perception and improved physical and mental health. Currently, the factors affecting user use intentions in existing metaverse exhibition studies still need to be clarified and need to be studied in depth. This paper explores the relationship between users’ entertainment experience, educational experience, presence, affective responses, and use intention through a survey of 536 users who had experienced a metaverse exhibition. The research results show that users’ use intentions are influenced by entertainment experiences and educational experiences. Presence mediates between entertainment experiences and educational experiences on use intention. Affective responses play a moderating role between the educational experience and use intention. This study provides a relevant theoretical basis for sustainable urban and socio-economic development from a digital perspective. At the same time, this study enables the metaverse exhibition platform to design and create valuable and healthy artistic content with higher quality. The emotional state of the user’s experience was better attended to so that mental health was enhanced and managed. Furthermore, it also provided a guidance program for the development of educational experience and economic sustainability of the exhibition industry.

Suggested Citation

  • Minglu Wang & Shanshan Liu & Lingling Hu & Jong-Yoon Lee, 2023. "A Study of Metaverse Exhibition Sustainability on the Perspective of the Experience Economy," Sustainability, MDPI, vol. 15(12), pages 1-14, June.
  • Handle: RePEc:gam:jsusta:v:15:y:2023:i:12:p:9153-:d:1164847
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    References listed on IDEAS

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    Cited by:

    1. Abeer F. Alkhwaldi, 2024. "Investigating the Social Sustainability of Immersive Virtual Technologies in Higher Educational Institutions: Students’ Perceptions toward Metaverse Technology," Sustainability, MDPI, vol. 16(2), pages 1-24, January.
    2. Ru Zhang & Qianghong Huang & Jiacheng Luo & Junping Xu & Younghwan Pan, 2024. "Enhancing User Participation in Cultural Heritage through Serious Games: Combining Perspectives from the Experience Economy and SOR Theory," Sustainability, MDPI, vol. 16(17), pages 1-23, September.
    3. Jadranka Musulin & Vjeran Strahonja, 2023. "User Experience, Business Models, and Service Design in Concert: Towards a General Methodological Framework for Value Proposition Enhancement," Sustainability, MDPI, vol. 15(16), pages 1-30, August.

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