The Impact of Digital Storytelling on Presence, Immersion, Enjoyment, and Continued Usage Intention in VR-Based Museum Exhibitions
Abstract
:1. Introduction
- To examine the effects of interest, emotion, and educational value in VR-based digital storytelling on presence and immersion.
- To analyze the influence of presence and immersion on enjoyment and continuous usage intention.
- To empirically validate the impact of enjoyment on continuous usage intention.
2. Related Studies
2.1. The Concept and Role of Digital Storytelling in VR Exhibitions
2.2. The Relationship Between Digital Storytelling, Presence, and Immersion in VR Exhibitions
2.3. The Relationship Between Presence, Immersion, Enjoyment, and Continued Usage Intention in VR Exhibitions
3. Research Model and Hypothesis Setting
4. Method
4.1. Research Subjects and Data Collection
Analysis Results
4.2. Operational Definitions and Measurement Tools of Variables
4.2.1. Digital Storytelling Factors
4.2.2. Presence
4.2.3. Immersion
4.2.4. Enjoyment
4.2.5. Continued Usage Intention
4.3. Validation of Measurement Variables and Reliability
5. Research Result
6. Results and Discussion
6.1. Effects of Digital Storytelling on Presence
6.2. Effects of Digital Storytelling on Immersion
6.3. Effects of Presence on Immersion, Enjoyment, and Continued Usage Intention
6.4. Effects of Immersion and Enjoyment on Continued Usage Intention
7. Conclusions
7.1. Academic and Practical Contributions
7.2. Limitations and Future Research
Author Contributions
Funding
Data Availability Statement
Conflicts of Interest
References
- Lambert, J. Digital Storytelling: Capturing Lives, Creating Community; Routledge: New York, NY, USA, 2013. [Google Scholar] [CrossRef]
- Robin, B.R. Digital Storytelling: A Powerful Technology Tool for the 21st Century Classroom. Theory Pract. 2008, 47, 220–228. [Google Scholar] [CrossRef]
- Ohler, J. Digital Storytelling in the Classroom: New Media Pathways to Literacy, Learning and Creativity; Corwin Press: Thousand Oaks, CA, USA, 2013. [Google Scholar]
- Miller, C.H. Digital Storytelling: A Creator’s Guide to Interactive Entertainment; Focal Press: Burlington, MA, USA, 2014. [Google Scholar]
- Georgakopoulou, A. Small Stories Research: A Narrative Paradigm for the Analysis of Social Media. In The Routledge Handbook of Language and Digital Communication; Georgakopoulou, A., Spilioti, T., Eds.; Routledge: London, UK, 2015; pp. 266–278. [Google Scholar]
- Murray, J.H. Hamlet on the Holodeck: The Future of Narrative in Cyberspace; MIT Press: Cambridge, MA, USA, 1997. [Google Scholar]
- Kim, N.-R. Analyzing the Structural Relationship between Metaverse Characteristics, Learning Engagement, and Learning Satisfaction: Focusing on Gather Town. J. Inf. Syst. 2022, 31, 219–238. [Google Scholar]
- Bhattacherjee, A. Understanding Information Systems Continuance: An Expectation-Confirmation Model. MIS Q. 2001, 25, 351–370. [Google Scholar] [CrossRef]
- Chung, J.; Tan, F. Antecedents of Perceived Playfulness: An Exploratory Study on User Acceptance of General Information-Searching Websites. Inf. Manag. 2004, 41, 869–881. [Google Scholar] [CrossRef]
- Van der Heijden, H. User Acceptance of Hedonic Information Systems. MIS Q. 2004, 28, 695–704. [Google Scholar] [CrossRef]
- Kim, Y.-M.; Moon, B.-H. The Effect of Using Metaverse in Logistics Education on Learning Engagement and Satisfaction. J. Korea Port Econ. Assoc. 2023, 39, 75–92. [Google Scholar] [CrossRef]
- Kim, Y.-M. Viewing Motivation and Effect Process of Educational Entertainment Programs. J. Educ. Media 2013, 19, 45–63. [Google Scholar]
- Liu, Q.; Sutunyarak, C. The Impact of Immersive Technology in Museums on Visitors’ Behavioral Intention. Sustainability 2024, 16, 9714. [Google Scholar] [CrossRef]
- Wu, R.; Gao, L.; Lee, H.; Xu, J.; Pan, Y. A Study of the Key Factors Influencing Young Users’ Continued Use of the Digital Twin-Enhanced Metaverse Museum. Electronics 2024, 13, 2303. [Google Scholar] [CrossRef]
- Jiang, S.; Zhang, Z.; Xu, H.; Pan, Y. What Influences Users’ Continuous Behavioral Intention in Cultural Heritage Virtual Tourism: Integrating Experience Economy Theory and Stimulus–Organism–Response (SOR) Model. Sustainability 2024, 16, 10231. [Google Scholar] [CrossRef]
- Xia, Y. How Has Online Digital Technology Influenced the On-Site Visitation Behavior of Tourists during the COVID-19 Pandemic? A Case Study of Online Digital Art Exhibitions in China. Sustainability 2023, 15, 10889. [Google Scholar] [CrossRef]
- Fisher, W.R. Narration as a Human Communication Paradigm: The Case of Public Moral Argument. Commun. Monogr. 1984, 51, 1–22. [Google Scholar] [CrossRef]
- Propp, V. Morphology of the Folktale; University of Texas Press: Austin, TX, USA, 1928. [Google Scholar]
- Couldry, N. Media, Society, World: Social Theory and Digital Media Practice; Polity: Cambridge, UK, 2012. [Google Scholar]
- Burgess, J. Hearing Ordinary Voices: Cultural Studies, Vernacular Creativity and Digital Storytelling. Continuum 2006, 20, 201–214. [Google Scholar] [CrossRef]
- Alexander, B. The New Digital Storytelling: Creating Narratives with New Media—Revised and Updated Edition; Bloomsbury Publishing USA: New York, NY, USA, 2017. [Google Scholar]
- Sadik, A. Digital Storytelling: A Meaningful Technology-Integrated Approach for Engaged Student Learning. Educ. Technol. Res. Dev. 2008, 56, 487–506. [Google Scholar] [CrossRef]
- Frazel, M. Digital Storytelling Guide for Educators; International Society for Technology in Education: Washington, DC, USA, 2010. [Google Scholar]
- Lundby, K. (Ed.) Digital Storytelling, Mediatized Stories: Self-Representations in New Media; Peter Lang: New York, NY, USA, 2008. [Google Scholar]
- Ryan, M.L. Narrative as Virtual Reality: Immersion and Interactivity in Literature and Electronic Media; Johns Hopkins University Press: Baltimore, MD, USA, 2001. [Google Scholar]
- Shin, D. The Role of Affordance in the Experience of Virtual Reality Learning: Technological and Affective Affordances in Virtual Reality. Comput. Educ. 2019, 141, 103618. [Google Scholar] [CrossRef]
- Wijesundara, C.; Chinnasamy, K.; Gonçalves, D. Exploring the Impact of Interactive Storytelling in VR: Enhancing User Engagement Through Narrative Design. Entertain. Comput. 2022, 40, 100469. [Google Scholar]
- Garcia-Palacios, A.; Botella, C.; Baños, R.; Quero, S. The Treatment of Claustrophobia with Virtual Reality: Changes in Other Phobic Behaviors Not Specifically Treated. CyberPsychol. Behav. 2002, 5, 582–591. [Google Scholar] [CrossRef]
- Riva, G.; Waterworth, J.A.; Waterworth, E.L. The Layers of Presence: A Bio-Cultural Approach to Understanding Presence in Natural and Mediated Environments. CyberPsychol. Behav. 2007, 7, 402–416. [Google Scholar] [CrossRef]
- Lambert, J. Digital Storytelling Cookbook; Digital Diner Press: Austell, GA, USA, 2006. [Google Scholar]
- Yi, D.; Lee, M. Effect of VR (virtual reality) Storytelling Characteristics on Place Attachment and Behavioral Intentions—Centered on the SamseongToe Museum in China. J. Humanit. Soc. Sci. Res. 2024, 32, 41–64. [Google Scholar]
- Hoffman, D.L.; Novak, T.P. Flow Online: Lessons Learned and Future Prospects. J. Interact. Mark. 2009, 23, 23–34. [Google Scholar] [CrossRef]
- Zhao, H.; Zhang, J.J.; McDougall, S. Emotion-Driven Interactive Digital Storytelling. Lect. Notes Comput. Sci. 2010, 5915, 23–34. [Google Scholar]
- Van Kerrebroeck, H.; Brengman, M.; Willems, K. When Brands Come to Life: Experimental Research on the Vividness Effect of Virtual Reality in Transformational Marketing Communications. Virtual Real. 2017, 21, 177–191. [Google Scholar] [CrossRef]
- Lombard, M.; Ditton, T. At the heart of it all: The concept of presence. J. Comput.-Mediat. Commun. 1997, 3, JCMC321. [Google Scholar] [CrossRef]
- Cho, M.; Jeong, J. The Impact of Educational Elements on Presence and Learning Achievement in VR Exhibitions. Educ. Technol. Res. 2019, 35, 112–130. [Google Scholar]
- Ahn, S.J.; Bailenson, J.N.; Park, D. Short- and long-term effects of embodied experiences in immersive virtual environments on environmental locus of control and behavior. Comput. Hum. Behav. 2014, 39, 235–245. [Google Scholar] [CrossRef]
- Freina, L.; Ott, M. A Literature Review on Immersive Virtual Reality in Education: State of the Art and Perspectives. In Proceedings of the International Scientific Conference eLearning and Software for Education, Bucharest, Romania, 23–24 April 2015; Volume 1. [Google Scholar]
- Tae, J.-H. The Socio-Cultural Meaning of Historical and Cultural Contents through the Concept of ‘Historiteling’. Cult. Content. 2019, 40, 125–143. [Google Scholar]
- Schauer, G.B. The Impact of Interactivity on User Experience in Digital Storytelling. J. Digit. Media 2014, 6, 45–58. [Google Scholar]
- Douglas, Y.; Hargadon, A. The Pleasure Principle: Immersion, Engagement, Flow. In Proceedings of the Eleventh ACM Conference on Hypertext and Hypermedia, San Antonio, TX, USA, 30 May 2000; ACM: New York, NY, USA, 2000; pp. 153–160. [Google Scholar]
- Zhang, L.; Bowman, D.A.; Jones, C.N. Exploring Effects of Interactivity on Learning with Interactive Storytelling in Immersive Virtual Reality. In Proceedings of the 2019 11th International Conference on Virtual Worlds and Games for Serious Applications (VS-Games), Vienna, Austria, 4–6 September 2019; pp. 1–8. [Google Scholar]
- Dalod, X. Interactivity in Digital Storytelling: An Influencing Factor of Quality of Experience. Master’s Thesis, Norwegian University of Science and Technology, Trondheim, Norway, 2020. [Google Scholar]
- Elmezeny, A.; Edenhofer, N.; Wimmer, J. Immersive Storytelling in 360-Degree Videos: An Analysis of Interplay Between Narrative and Technical Immersion. J. Virtual Worlds Res. 2018, 11, 1. [Google Scholar] [CrossRef]
- Hull, G.A.; Nelson, M.E. Locating the Semiotic Power of Multimodality. Writ. Commun. 2005, 22, 224–261. [Google Scholar] [CrossRef]
- Zhao, H.; Zhang, J.J.; McDougall, S. Emotion-Driven Interactive Digital Storytelling. In Entertainment Computing–ICEC 2011: 10th International Conference, ICEC 2011, Vancouver, BC, Canada, 5–8 October 2011, Proceedings 10; Springer: Berlin/Heidelberg, Germany, 2011; pp. 22–27. [Google Scholar]
- Williams, W.R. Attending to the Visual Aspects of Visual Storytelling: Using Art and Design Concepts to Interpret and Compose Narratives with Images. J. Vis. Lit. 2019, 38, 66–82. [Google Scholar]
- Biocca, F. Presence and Virtual Reality: Theories and Perspectives. Presence Teleoper. Virtual Environ. 2003, 12, 462–465. [Google Scholar]
- Dos Reis, A. Digital Storytelling and Technologies. Open Educ. E-Environ. Mod. Univ. 2017, 3, 106–112. [Google Scholar] [CrossRef]
- Jenkins, H. Game Design as Narrative Architecture. In First Person; Harrington, P., Frup-Waldrop, N., Eds.; MIT Press: Cambridge, UK, 2002. [Google Scholar]
- Cavazza, M.; Donikian, S. (Eds.) Virtual Storytelling. Using Virtual Reality Technologies for Storytelling: 4th International Conference, ICVS 2007, Saint-Malo, France, 5–7 December 2007, Proceedings; Springer: Berlin/Heidelberg, Germany, 2007; Volume 4871. [Google Scholar]
- Jang, H.-J.; Kim, K.-H. Study on the Influence of VR Characteristics on User Satisfaction and Intention to Use Continuously—Focusing on VR Presence, User Characteristics, and VR Sickness. J. Korea Content Assoc. 2018, 18, 420–431. [Google Scholar] [CrossRef]
- Wang, Y.; Gong, D.; Xiao, R.; Wu, X.; Zhang, H. A Systematic Review on Extended Reality-Mediated Multi-User Social Engagement. Systems 2024, 12, 396. [Google Scholar] [CrossRef]
- Guna, J.; Pivec, M.; Lu, H. User Experience in Virtual Environments. Appl. Sci. 2024, 14, 5364. [Google Scholar] [CrossRef]
- Kim, J.K. Discussion on Immersion, Presence, and Empathy of Immersive Virtual Reality. J. Next-Gener. Converg. Technol. Assoc. 2022, 6, 202–208. [Google Scholar] [CrossRef]
- Heo, J.; Byun, D.H. Research on Immersive Elements to Improve the Reality of AR/VR Content. Trans- 2022, 13, 17–34. [Google Scholar] [CrossRef]
- Kim, E.-J.; Kim, J.-Y. An Analysis of Interplay Between Presence and Storytelling on the VR Room-Escape Games. Digit. Content Soc. 2022, 23, 2137–2146. [Google Scholar] [CrossRef]
- Zhang, Y.M.; No, S.K. A Study on the Interactive Method to Improve the Immersion of VR Animation—Focused on Bonfire. J. Korean Soc. Des. Cult. 2023, 29, 417–428. [Google Scholar] [CrossRef]
- Habgood, M.J.; Ainsworth, S.E. Motivating Children to Learn Effectively: Exploring the Value of Intrinsic Integration in Educational Games. J. Learn. Sci. 2011, 20, 169–206. [Google Scholar] [CrossRef]
- Chen, H. Comparative Analysis of Storytelling in Virtual Reality Games vs. Traditional Games. J. Educ. Humanit. Soc. Sci. 2024, 30, 163–172. [Google Scholar] [CrossRef]
- Condoor, S.S. Weaving Digital Storytelling in Introductory Design Thinking Course for Mechanical Engineers. In Proceedings of the ASME International Mechanical Engineering Congress and Exposition; American Society of Mechanical Engineers: New York, NY, USA, 2023; Volume 87653, p. V008T09A009. [Google Scholar]
- Daugherty, T.; Li, H.; Biocca, F. Consumer Learning and the Effects of Virtual Experience Relative to Indirect and Direct Product Experience. Psychol. Mark. 2008, 25, 568–586. [Google Scholar] [CrossRef]
- Lee, S.C.; Moon, S.H.; Noh, S.R. The Influence of Visual Feedback from AI Speakers on Continued Usage Intention Among Younger and Middle-Aged Users: The Mediating Roles of Emotional Experience and Product Attitude. Korean Data Anal. Soc. 2023, 25, 1161–1175. [Google Scholar] [CrossRef]
- Kim, N.; Kim, W.H. The Effect of Meta-Commerce Consumption Value on Consumer Satisfaction and Continuous Usage Intention: The Moderating Roles of Metaverse Involvement and Consumer Competency. Asia Pac. J. Mark. Logist. 2024, 37, 1130–1149. [Google Scholar] [CrossRef]
- Lin, R.R.; Lee, J.C. The Supports Provided by Artificial Intelligence to Continuous Usage Intention of Mobile Banking: Evidence from China. Aslib J. Inf. Manag. 2023, 76, 293–310. [Google Scholar] [CrossRef]
- Bujić, M.; Salminen, M.; Hamari, J. Effects of Immersive Media on Emotion and Memory: An Experiment Comparing Article, 360-Video, and Virtual Reality. Int. J. Hum.-Comput. Stud. 2023, 179, 103118. [Google Scholar] [CrossRef]
- Kalogeras, S. Media-Education Convergence: Applying Transmedia Storytelling Edutainment in E-Learning Environments. Int. J. Inf. Commun. Technol. Educ. 2013, 9, 1–11. [Google Scholar] [CrossRef]
- Syam, H.; Loebis, I.A.; Nurwiatin, N.; Srisudarso, M.; Irwansyah, D. Student Perception of the Effectiveness of the Storytelling Method in English Learning: Quantitative Research with a Focus on Reading Skills. Int. J. Lang. Ubiquitous Learn. 2024, 2, 382–392. [Google Scholar] [CrossRef]
- Tschacher, W. Combining Historical Narrative Forms and the Immersion of Exhibition Visitors: Approaches and Experiences from the Luxembourg “Remix” Project. Int. Public Hist. 2023, 6, 43–54. [Google Scholar] [CrossRef]
- Yearta, L.; Kelly, K. Digital Storytelling to Enhance Social Studies Content Knowledge, Explore Multiple Perspectives, and Advocate for Social Justice. In Connecting Disciplinary Literacy and Digital Storytelling in K-12 Education; Haas, L., Tussey, J., Eds.; IGI Global Scientific Publishing: Hershey, PA, USA, 2021; pp. 235–256. [Google Scholar] [CrossRef]
- Yu, J.; Wang, Z.; Cao, Y.; Cui, H.; Zeng, W. Centennial Drama Reimagined: An Immersive Experience of Intangible Cultural Heritage through Contextual Storytelling in Virtual Reality. ACM J. Comput. Cult. Herit. 2024, 18, 1–22. [Google Scholar] [CrossRef]
- Thomas, J. A Study on Factors Enhancing Immersive Virtual Reality Experiences. In Proceedings of the 2024 2nd International Conference on Artificial Intelligence and Machine Learning Applications (AIMLA): Healthcare and Internet of Things, Namakkal, India, 15–16 March 2024; pp. 1–6. [Google Scholar] [CrossRef]
- Wang, M.; Park, J. Research on the Application of Interactive Experience of Digital Technology: Focusing on Museums Utilizing Digital Technology in China After 2010. Korea Inst. Des. Res. Soc. 2024, 9, 422–434. [Google Scholar] [CrossRef]
- Cheon, Y.R.; Choi, W.L.; Park, M.J.; Yoo, J.M. The Effects of Experiential Factors of Virtual Reality (VR) Store on Perceived Information, Satisfaction, and Revisit Intention. J. Korean Soc. Cloth. Text. 2019, 43, 682–698. [Google Scholar] [CrossRef]
- Lin, W.; Chen, L.; Xiong, W.; Ran, K.; Fan, A. Measuring the Sense of Presence and Learning Efficacy in Immersive Virtual Assembly Training. Int. J. Mech. Eng. Educ. 2023, 14, 1–12. [Google Scholar] [CrossRef]
- Lee, J.Y. Conceptualizing Digital Video Literacy to Promote Digital Storytelling. J. Art Educ. 2011, 41, 149–177. [Google Scholar]
- Rhee, B.; Seo, J.; Ha, S.W. A Comparative Study of Immersiveness in Monet’s Impressionism Exhibition and Van Gogh Inside: Festival of Light and Music through an Empirical Approach. J. Korea Multimed. Soc. 2017, 20, 686–696. [Google Scholar] [CrossRef]
- Irshad, S.; Perkis, A. Increasing User Engagement in Virtual Reality: The Role of Interactive Digital Narratives to Trigger Emotional Responses. In Proceedings of the 11th Nordic Conference on Human-Computer Interaction: Shaping Experiences, Shaping Society; (NordiCHI ’20), Tallinn, Estonia, 25–29 October 2020; ACM: New York, NY, USA, 2020. Article 106. pp. 1–4. [Google Scholar] [CrossRef]
- Schäfer, L. Storytelling in Virtual Environments. Virtual Real. 2003, 7, 1. [Google Scholar] [CrossRef]
- Irshad, S.; Perkis, A. Serious Storytelling in Virtual Reality: The Role of Digital Narrative to Trigger Mediated Presence and Behavioral Responses. In Extended Abstracts of the 2020 Annual Symposium on Computer-Human Interaction in Play; ACM: New York, NY, USA, 2020. [Google Scholar] [CrossRef]
- Dai, Q. Design of Visual Communication Experience Based on Virtual Reality Technology. J. Electr. Syst. 2024, 20, 1918–1928. [Google Scholar] [CrossRef]
- Fan, H.; Bolter, J.D. Rekindle: Enhancing Interactive Narrative in Virtual Reality with Coherent, Agency-Driven Interactions. In Extended Abstracts of the CHI Conference on Human Factors in Computing Systems (CHI EA ’24); Association for Computing Machinery: New York, NY, USA, 2024; pp. 1–5. [Google Scholar] [CrossRef]
- Ávila-Garzón, C.; Bacca-Acosta, J.; Chaves-Rodríguez, J. Predictors of Engagement in Virtual Reality Storytelling Environments about Migration. Appl. Sci. 2023, 13, 10915. [Google Scholar] [CrossRef]
- Shin, D. Empathy and Embodied Experience in Virtual Environment: To What Extent Can Virtual Reality Stimulate Empathy and Embodied Experience? Comput. Hum. Behav. 2018, 78, 64–73. [Google Scholar] [CrossRef]
- Oh, J.; Kong, A. VR and Nostalgia: Using Animation in Theme Parks to Enhance Visitor Engagement. J. Promot. Manag. 2021, 28, 113–127. [Google Scholar] [CrossRef]
- So, Y. The Impact of Presence Experience on Resolution of Virtual Reality Device. J. Korea Content Assoc. 2019, 19, 393–401. [Google Scholar] [CrossRef]
- Steuer, J. Defining Virtual Reality: Dimensions Determining Telepresence. J. Commun. 1992, 42, 73–93. [Google Scholar] [CrossRef]
- Schubert, T.; Friedmann, F.; Regenbrecht, H. The Experience of Presence: Factor Analytic Insights. Presence Teleoper. Virtual Environ. 2001, 10, 266–281. [Google Scholar] [CrossRef]
- Obergriesser, S.; Stoeger, H. Students’ Emotions of Enjoyment and Boredom and Their Use of Cognitive Learning Strategies—How Do They Affect One Another? Learn. Instr. 2020, 66, 101285. [Google Scholar] [CrossRef]
- Makransky, G.; Lilleholt, L. A Structural Equation Modeling Investigation of the Emotional Value of Immersive Virtual Reality in Education. Educ. Technol. Res. Dev. 2018, 66, 1193–1213. [Google Scholar] [CrossRef]
- Slater, M. Place Illusion and Plausibility Can Lead to Realistic Behaviour in Immersive Virtual Environments. Philos. Trans. R. Soc. B Biol. Sci. 2009, 364, 3549–3557. [Google Scholar] [CrossRef] [PubMed]
- Cummings, J.J.; Bailenson, J.N. How Immersive Is Enough? A Meta-Analysis of the Effect of Immersive Technology on User Presence. Media Psychol. 2016, 19, 272–309. [Google Scholar] [CrossRef]
- Yu, H.; Oh, H.; Wang, K. Virtual Reality and Perceptions of Destination Presence. Int. J. Contemp. Hosp. Manag. 2024, 36, 3950–3968. [Google Scholar] [CrossRef]
- Song, H.; Lu, S. The Effect of Virtual Tourism Experience on Tourist Responses: The Lens from Cognitive Appraisal Theory. Asia Pac. J. Tour. Res. 2024, 29, 885–899. [Google Scholar] [CrossRef]
- Choi, D.-H.; Noh, G.-Y. The Impact of Presence on Learning Transfer Intention in Virtual Reality Simulation Game. Sage Open 2021, 11, 1–13. [Google Scholar] [CrossRef]
- Weibel, D.; Wissmath, B. Immersion in Computer Games: The Role of Spatial Presence and Flow. Int. J. Comput. Games Technol. 2011, 2011, 282345. [Google Scholar] [CrossRef]
- Csikszentmihalyi, M. Flow: The Psychology of Optimal Experience; Harper & Row: New York, NY, USA, 1990. [Google Scholar]
- Kowalczuk, P.; Siepmann (née Scheiben), C.; Adler, J. Cognitive, Affective, and Behavioral Consumer Responses to Augmented Reality in E-Commerce: A Comparative Study. J. Bus. Res. 2021, 124, 357–373. [Google Scholar] [CrossRef]
- De Canio, F.; Martinelli, E.; Peruzzini, M.; Cavallaro, S. Experiencing a Food Production Site Using Wearable Devices: The Indirect Impact of Immersion and Presence in VR Tours. Sustainability 2022, 14, 3064. [Google Scholar] [CrossRef]
- Anaya-Sánchez, R.; Rejón-Guardia, F.; Molinillo, S. Impact of Virtual Reality Experiences on Destination Image and Visit Intentions: The Moderating Effects of Immersion, Destination Familiarity, and Sickness. Int. J. Contemp. Hosp. Manag. 2024, 36, 3607–3627. [Google Scholar] [CrossRef]
- Hudson, S.; Matson-Barkat, S.; Pallamin, N.; Jegou, G. With or Without You? Interaction and Immersion in a Virtual Reality Experience. J. Bus. Res. 2019, 100, 459–468. [Google Scholar] [CrossRef]
- Guo, H.; Khan, A.; Hsu, C.W.; Chen, S.C. Unveiling the Key Determinants and Consequences of Virtual Reality in the Immersion Experience. Manag. Mark. 2024, 19, 233–255. [Google Scholar] [CrossRef]
- Lin, C.; Wu, S.; Tsai, R. Integrating Perceived Playfulness into Expectation-Confirmation Model for Web Portal Context. Inf. Manag. 2005, 42, 683–693. [Google Scholar] [CrossRef]
- İlkan, Ş.; Öztüren, A.; Avcı, T.; Irani, F. Mobile Application Features Effects on the Application’s Engagement and Intention for Continuing Use in Tourism. Asia Pac. J. Tour. Res. 2023, 28, 386–400. [Google Scholar] [CrossRef]
- Binowo, K.; Setiawan, A.; Tallisha, R.; Azzahra, S.; Sutanto, Y.; Hidayanto, A.; Rahmatullah, B. Analysis of Factors Affecting User Inclination to Use Virtual Education Exhibitions in the Post-Pandemic COVID-19 Era: Case Study in Indonesia. Electron. J. e-Learn. 2023, 22, 3. [Google Scholar] [CrossRef]
- Lee, J.; Kim, J.; Choi, J.Y. The Adoption of Virtual Reality Devices: The Technology Acceptance Model Integrating Enjoyment, Social Interaction, and Strength of the Social Ties. Telemat. Inform. 2019, 39, 37–48. [Google Scholar] [CrossRef]
- Foroughi, B.; Sitthisirinan, S.; Iranmanesh, M.; Nikbin, D.; Ghobakhloo, M. Determinants of Travel Apps Continuance Usage Intention: Extension of Technology Continuance Theory. Curr. Issues Tour. 2023, 27, 619–635. [Google Scholar] [CrossRef]
- Hu, X.; Chen, Z.; Davison, R.; Liu, Y. Charting Consumers’ Continued Social Commerce Intention. Internet Res. 2021, 32, 120–149. [Google Scholar] [CrossRef]
- Kim, Y.-N.; National Museum of Korea. Some Exhibits of ‘Oegyujanggak Uigwe’ Replaced; Free Admission from February 1 to 10. Yonhap News Agency. 30 January 2023. Available online: https://www.yna.co.kr/view/AKR20230130127100005 (accessed on 24 April 2024).
- Lessiter, J.; Freeman, J.; Keogh, E.; Davidoff, J. A Cross-Media Presence Questionnaire: The ITC-Sense of Presence Inventory. Presence Teleoper. Virtual Environ. 2001, 10, 282–297. [Google Scholar] [CrossRef]
- Kang, S. A Study on the Presence of Objects with Adaptive Shadow on the Lifestyle TV. Basic Des. Art 2022, 23, 13–23. [Google Scholar] [CrossRef]
- Jennett, C.; Cox, A.L.; Cairns, P.; Dhoparee, S.; Epps, A.; Tijs, T.; Walton, A. Measuring and Defining the Experience of Immersion in Games. Int. J. Hum.-Comput. Stud. 2008, 66, 641–661. [Google Scholar] [CrossRef]
- Yoon, N.; Lee, H.; Lee, Y. The Effect of VR Store Vividness on Immersion and User Satisfaction. J. Korean Soc. Cloth. Text. 2021, 45, 559–572. [Google Scholar]
- Venkatesh, V.; Davis, F.D. A Theoretical Extension of the Technology Acceptance Model: Four Longitudinal Field Studies. Manag. Sci. 2000, 46, 169–332. [Google Scholar] [CrossRef]
- Woo, S.H.; Hwang, J.S. Effect of Experience Elements on Store Identity, Shopping Satisfaction, and Behavioral Intention in Lifestyle Shops. J. Korean Soc. Cloth. Text. 2016, 40, 685–700. [Google Scholar] [CrossRef]
- Kim, H.-R. A Study on the Effects of Service Dimensions of VR Stores and Enjoyment on Perceived Value and Reuse Int. J. Internet Electron. Commer. Res. 2022, 22, 79–95. [Google Scholar] [CrossRef]
- Choi, W.S.; Kang, D.Y.; Choi, S.J. Understanding Factors Influencing Usage and Purchase Intention of a VR Device: An Extension of UTAUT. Inf. Soc. Media 2017, 18, 173–208. [Google Scholar]
- Kim, H.; Oh, S. Exploring the Metaverse Reuse Intention of University Liberal Arts Computer Class for Students through the Technology Acceptance Model. Korean J. Gen. Educ. 2022, 16, 159–171. [Google Scholar] [CrossRef]
- Shapiro, M.A.; Chock, T.M. Psychological Processes in Perceiving Reality. Media Psychol. 2003, 5, 163–198. [Google Scholar] [CrossRef]
- Jääskeläinen, I.; Klucharev, V.; Panidi, K.; Shestakova, A. Neural Processing of Narratives: From Individual Processing to Viral Propagation. Front. Hum. Neurosci. 2020, 14, 253. [Google Scholar] [CrossRef] [PubMed]
- Riches, S.; Elghany, S.; Garety, P.; Rus-Calafell, M.; Valmaggia, L. Factors Affecting Sense of Presence in a Virtual Reality Social Environment: A Qualitative Study. Cyberpsychol. Behav. Soc. Netw. 2019, 22, 288–292. [Google Scholar] [CrossRef]
- Dahlstrom, M. The Narrative Truth about Scientific Misinformation. Proc. Natl. Acad. Sci. USA 2021, 118, e3497784. [Google Scholar] [CrossRef] [PubMed]
- Fiegenbaum, R.Z. From Fact to Narrative: The Production of News and the Effects on the Sense of Reality. Intercom Rev. Bras. Ciênc. Comun. 2024, 47, e2024102. [Google Scholar] [CrossRef]
- Morkel, J.D.; Singh, D. Neuroscience-Informed Design of Learning Materials: Examining the Impact of Emotion, Interest, and Attention on Learning. In Proceedings of the International Conference on Education Research, Blackpool, UK, 21 November 2024; Volume 1, pp. 324–331. [Google Scholar] [CrossRef]
- Sarıca, H.Ç. Emotions and Digital Storytelling in the Educational Context: A Systematic Review. Rev. Educ. 2023, 11, e3430. [Google Scholar] [CrossRef]
- Calvert, J.; Hume, M. Immersing Learners in Stories: A Systematic Literature Review of Educational Narratives in Virtual Reality. Australas. J. Educ. Technol. 2022, 38, 45–61. [Google Scholar] [CrossRef]
- Barros, M.S.; Soares, A.K.F.; Brondani, J.P.; Araújo, C.M.T.; Oliveira, J.D.; Sette, G.C.S.; Gontijo, D.T.; Coriolano-Marinus, M.W.L. Higher Education Students’ Perceptions about an Educational Process Mediated by Storytelling. Educ. Pesqui. 2024, 50, e276324. [Google Scholar] [CrossRef]
- Allan, R.J. Narrative Immersion: Some Linguistic and Narratological Aspects. In Experience, Narrative, and Criticism in Ancient Greece; Grethlein, J., Huitink, L., Tagliabue, A., Eds.; Oxford University Press: Oxford, UK, 2020. [Google Scholar] [CrossRef]
- Fu, X.; Baker, C.; Zhang, W.; Zhang, R. Theme Park Storytelling: Deconstructing Immersion in Chinese Theme Parks. J. Travel Res. 2022, 62, 893–906. [Google Scholar] [CrossRef]
- Dey, S.; Humphreys, S. Oral Storytelling in the Digital Future: Implications for Distraction, Time Perception, and Immersion. In Proceedings of the 2024 IEEE Gaming, Entertainment, and Media Conference (GEM), Turin, Italy, 5–7 June 2024; pp. 1–6. [Google Scholar] [CrossRef]
- Cesário, V.; Ribeiro, M.; Coelho, A. Design Recommendations for Improving Immersion in Role-Playing Video Games: A Focus on Storytelling and Localisation. Interact. Des. Archit. 2023, 58, 207–225. [Google Scholar] [CrossRef]
- Deci, E.L.; Ryan, R.M. Intrinsic and Extrinsic Motivations: Classic Definitions and New Directions. Contemp. Educ. Psychol. 2000, 25, 54–67. [Google Scholar] [CrossRef]
- Barbieri, L.; Bruno, F.; Muzzupappa, M. User-Centered Design of a Virtual Reality Exhibit for Archaeological Museums. Int. J. Interact. Des. Manuf. (IJIDeM) 2018, 12, 561–571. [Google Scholar] [CrossRef]
- Jang, Y.; Park, E. An Adoption Model for Virtual Reality Games: The Roles of Presence and Enjoyment. Telemat. Inform. 2019, 42, 101239. [Google Scholar] [CrossRef]
- Chang, S.; Suh, J. The Impact of VR Exhibition Experiences on Presence, Interaction, Immersion, and Satisfaction: Focusing on the Experience Economy Theory (4Es). Systems 2025, 13, 55. [Google Scholar] [CrossRef]
- Choi, S. The Flipside of Ubiquitous Connectivity Enabled by Smartphone-Based Social Networking Service: Social Presence and Privacy Concern. Comput. Hum. Behav. 2016, 65, 325–333. [Google Scholar] [CrossRef]
- Shin, D. How Does Immersion Work in Augmented Reality Games? A User-Centric View of Immersion and Engagement. Inf. Commun. Soc. 2019, 22, 1212–1229. [Google Scholar] [CrossRef]
- Koufaris, M. Applying the Technology Acceptance Model and Flow Theory to Online Consumer Behavior. Inf. Syst. Res. 2002, 13, 205–223. [Google Scholar] [CrossRef]
- Kosa, M.; Uysal, A.; Eren, P. Acceptance of Virtual Reality Games: A Multi-Theory Approach. Int. J. Gaming Comput. Mediat. Simul. 2020, 12, 43–70. [Google Scholar] [CrossRef]
- Shafer, D.; Carbonara, C.; Korpi, M. Factors Affecting Enjoyment of Virtual Reality Games: A Comparison Involving Consumer-Grade Virtual Reality Technology. Games Health J. 2019, 8, 15–23. [Google Scholar] [CrossRef]
Scholars | Definitions | Key Features |
---|---|---|
Lambert [1] | The process of expressing personal stories visually and audibly through digital technology. | Personal Experience-Centered, Utilization of Multimedia, Inducing Emotional Empathy |
Ohler [3] | Digital storytelling is the process of creating and delivering stories using digital tools, which can also be utilized for educational purposes. | Emphasis on Creativity, Educational Applications, Collaborative Storytelling |
Couldry [19] | Digital storytelling is the process of reconstructing and sharing human experiences through digital technology. | Reconstruction of Experience, Technological Support, Shareability |
Robin [2] | Digital storytelling is an activity where users share and disseminate their stories on online platforms. | Utilization as a Learning Tool, Multimodal Expression, Public Accessibility |
Burgess [20] | Digital storytelling is an activity where users share and disseminate their stories on online platforms. | Use of Social Media, User-Generated Content, Network Effect |
Alexander [21] | Digital storytelling integrates various media elements to create an interactive narrative environment. | Combination of Technology and Human Experience, Expression in Various Formats, Potential for Dissemination |
Sadik [22] | Digital storytelling is an educational tool designed to develop learners’ creativity and critical thinking. | Creativity Development, Motivation for Learning, Collaborative Learning |
Frazel [23] | Digital storytelling is a narrative format that combines multimedia elements to enhance students’ learning experiences. | Multimedia Expression, Emphasis on Audiovisual Elements, Emotional Connection |
Lundby [24] | Digital storytelling is a narrative practice that conveys social meaning through the use of media technology. | Social Message Delivery, Utilization of Media Technology, Community Building |
Paths | Estimate | S.E. | C.R. | AVE | ||
---|---|---|---|---|---|---|
INT1 * | <- | Interest | 0.799 | 0.171 | 0.947 | 0.818 |
INT2 | <- | 0.841 | 0.117 | |||
INT3 | <- | 0.825 | 0.132 | |||
INT4 | <- | 0.829 | 0.138 | |||
EMO1 * | <- | Emotion | 0.846 | 0.124 | 0.944 | 0.808 |
EMO2 | <- | 0.878 | 0.096 | |||
EMO3 | <- | 0.790 | 0.155 | |||
EMO4 | <- | 0.751 | 0.193 | |||
EDU1 | <- | Education | 0.841 | 0.140 | 0.952 | 0.869 |
EDU2 | <- | 0.929 | 0.067 | |||
EDU3 | <- | 0.851 | 0.140 | |||
PRE1 * | <- | Presence | 0.843 | 0.126 | 0.950 | 0.827 |
PRE2 | <- | 0.820 | 0.133 | |||
PRE3 | <- | 0.785 | 0.177 | |||
PRE4 | <- | 0.862 | 0.104 | |||
IMM1 * | <- | Immersion | 0.794 | 0.183 | 0.942 | 0.844 |
IMM2 | <- | 0.865 | 0.118 | |||
IMM3 | <- | 0.884 | 0.099 | |||
ENJ1 * | <- | Enjoyment | 0.830 | 0.125 | 0.927 | 0.809 |
ENJ2 | <- | 0.760 | 0.200 | |||
ENJ3 | <- | 0.816 | 0.130 | |||
CON1 * | <- | Continued usage intention | 0.838 | 0.120 | 0.949 | 0.823 |
CON2 | <- | 0.805 | 0.155 | |||
CON3 | <- | 0.815 | 0.143 | |||
CON4 | <- | 0.815 | 0.158 |
INT | EMO | EDU | PRE | IMM | ENJ | CON | |
---|---|---|---|---|---|---|---|
INT | 0.911 | ||||||
EMO | 0.663 | 0.908 | |||||
EDU | 0.698 | 0.601 | 0.932 | ||||
PRE | 0.775 | 0.706 | 0.680 | 0.914 | |||
IMM | 0.728 | 0.709 | 0.639 | 0.781 | 0.919 | ||
ENJ | 0.721 | 0.680 | 0.735 | 0.750 | 0.716 | 0.900 | |
CON | 0.834 | 0.723 | 0.790 | 0.811 | 0.775 | 0.809 | 0.907 |
Hypotheses | Paths | Estimate | S.E. | C.R. | p-Value | Supported | |||
---|---|---|---|---|---|---|---|---|---|
H1 | H1-1 | Interest | -> | Presence | 0.451 | 0.094 | 4.805 | 0.000 | Yes |
H1-2 | Emotion | -> | 0.280 | 0.077 | 3.629 | 0.000 | Yes | ||
H1-3 | Education | -> | 0.220 | 0.076 | 2.894 | 0.004 | Yes | ||
H2 | H2-1 | Interest | -> | Immersion | 0.232 | 0.118 | 1.966 | 0.049 | Yes |
H2-2 | Emotion | -> | 0.269 | 0.093 | 2.907 | 0.004 | Yes | ||
H2-3 | Education | -> | 0.106 | 0.087 | 1.221 | 0.222 | No | ||
H3 | Presence | -> | Immersion | 0.330 | 0.136 | 2.417 | 0.016 | Yes | |
H4 | Presence | -> | Enjoyment | 0.509 | 0.115 | 4.424 | 0.000 | Yes | |
H5 | Presence | -> | Continued usage intention | 0.291 | 0.109 | 3.744 | 0.000 | Yes | |
H6 | Immersion | -> | Enjoyment | 0.409 | 0.110 | 2.643 | 0.008 | Yes | |
H7 | Immersion | -> | Continued usage intention | 0.231 | 0.094 | 2.462 | 0.014 | Yes | |
H8 | Enjoyment | -> | Continued usage intention | 0.301 | 0.105 | 2.859 | 0.004 | Yes |
Disclaimer/Publisher’s Note: The statements, opinions and data contained in all publications are solely those of the individual author(s) and contributor(s) and not of MDPI and/or the editor(s). MDPI and/or the editor(s) disclaim responsibility for any injury to people or property resulting from any ideas, methods, instructions or products referred to in the content. |
© 2025 by the authors. Licensee MDPI, Basel, Switzerland. This article is an open access article distributed under the terms and conditions of the Creative Commons Attribution (CC BY) license (https://creativecommons.org/licenses/by/4.0/).
Share and Cite
Chang, S.; Suh, J. The Impact of Digital Storytelling on Presence, Immersion, Enjoyment, and Continued Usage Intention in VR-Based Museum Exhibitions. Sensors 2025, 25, 2914. https://doi.org/10.3390/s25092914
Chang S, Suh J. The Impact of Digital Storytelling on Presence, Immersion, Enjoyment, and Continued Usage Intention in VR-Based Museum Exhibitions. Sensors. 2025; 25(9):2914. https://doi.org/10.3390/s25092914
Chicago/Turabian StyleChang, Sungbok, and Jungho Suh. 2025. "The Impact of Digital Storytelling on Presence, Immersion, Enjoyment, and Continued Usage Intention in VR-Based Museum Exhibitions" Sensors 25, no. 9: 2914. https://doi.org/10.3390/s25092914
APA StyleChang, S., & Suh, J. (2025). The Impact of Digital Storytelling on Presence, Immersion, Enjoyment, and Continued Usage Intention in VR-Based Museum Exhibitions. Sensors, 25(9), 2914. https://doi.org/10.3390/s25092914