Abstract
Virtual Reality (VR)" is one of the widely adopted digital exhibition technologies by contemporary museums to enhance their competitiveness. However, it is crucial to clarify the factors that influence the user experience in museum VR exhibitions. Based on the extended "Technology Acceptance Model (TAM)" theory, a research model comprising 8 latent variables was proposed. A survey questionnaire was designed based on this model and a test was conducted on recruited participants, resulting in the collection of 160 valid responses. The Partial Least Squares (PLS) method was employed to validate the convergent validity and discriminant validity of the research model. Additionally, hypotheses proposed in the model were further tested. Interactivity, immersion, and presence were the main factors influencing users' perception of the usefulness, ease of use, and enjoyment in museum VR exhibitions. These factors also contributed to the users' willingness to use such technology and affected their intention to visit museums in person. However, the interactivity of VR exhibition did not positively influence users' perceived ease of use, and immersion only positively influenced perceived usefulness. Moreover, perceived ease of use did not positively influence perceived usefulness. The digital technology represented by VR can effectively enhance the museum exhibition experience. By understanding the key factors that affect the user experience in museum VR exhibitions and their relationships, it is possible to ensure that the latest technologies play a positive role, which is of great significance for museums to enhance their competitiveness in the digital age.
Key words
museums; virtual reality exhibitions; Technology Acceptance Mode (TAM); user research
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LI Jia, YAO Xiangxiang.
User Experience in Museum VR Exhibitions Based on Extended TAM[J]. Packaging Engineering. 2025, 46(4): 250-261 https://doi.org/10.19554/j.cnki.1001-3563.2025.04.021
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