Digital Technology for Cultural Experience: A Psychological Ownership Perspective on the Three-Path Model
Abstract
1. Introduction
- (1)
- To propose an integrated framework that uses PO theory to interpret the efficacy of the three paths;
- (2)
- To empirically validate the parallel mediating roles of these cognitive, narrative, and psychological pathways;
- (3)
- To derive actionable insights for managing and designing technology-enhanced performances.
2. Theoretical Analysis and Research Hypotheses
2.1. Theoretical Positioning and Focal Technology Characteristics
- (1)
- Theoretical Grounding: Interactivity is a primary affordance of digital media that directly shapes user control and agency, a cornerstone of PO [34]. Innovativeness, reflecting novelty and “relative advantage” [35], is key to creating the compelling challenges and novel stimuli that foster deep cognitive/emotional engagement (intimate knowledge) and self-investment.
- (2)
- Contextual Relevance to Tourism Performances [36]: In live, narrative-driven performances, the critical gap lies not in delivering static information but in transforming passive spectators into active participants. Interactivity is central to this role transformation, enabling co-creation. Innovativeness is crucial for transcending physical limits and creating the “wow” factor that underpins immersive, memorable narrative spaces [37]. While other characteristics (e.g., personalization, presence) are valuable, we argue that interactivity and innovativeness are more foundational, second-order drivers that enable many specific features and are most directly aligned with the PO mechanisms critical for deep cultural engagement in this setting.
2.2. Hypotheses Development
3. Methods
3.1. Theoretical Positioning and Operationalization of Psychological Ownership
3.2. Variable Measurement
3.3. Sample Collection Overview
- Psychological Separation: The questionnaire was designed to separate the measurement of predictor and criterion variables by placing them in different sections with distinct headers.
- Anonymity and Confidentiality: We assured respondents of complete anonymity and data confidentiality to reduce evaluation apprehension and social desirability bias.
- Item Wording Improvements: We avoided ambiguous or leading questions and used both positively and negatively worded items where appropriate to break response patterns.
- Pilot Testing and Expert Review: The pilot study and expert panel review helped ensure item clarity, reducing item ambiguity as a potential source of bias.
- Attention Checks: We incorporated attention-check items to identify and exclude careless respondents.
4. Results
4.1. Descriptive Statistical Analysis
Basic Sample Characteristics
4.2. Reliability Testing
4.3. Validity Testing
4.3.1. Exploratory Factor Analysis
4.3.2. Confirmatory Factor Analysis
4.4. Structural Equation Model and Hypothesis Testing
4.5. Mediating Effects Test
5. Discussion
5.1. Interpretation of Key Findings
5.2. Synthesizing the Pathways Through the Lens of Psychological Ownership
6. Conclusions and Outlook
6.1. Research Findings
6.2. Theoretical Contributions
6.3. Practical Implications
- For Government and Regulatory Bodies: Establish a Differentiated Funding and Evaluation System Policymakers should abandon a “one-size-fits-all” approach to supporting digital cultural projects. Instead, funding and evaluation criteria must align with a project’s primary objective by prioritizing the most relevant experiential pathway: For projects emphasizing cultural education and heritage transmission, the policy focus should be on the cognitive evaluation pathway. Support should target technologies that enhance the clarity, accessibility, and depth of cultural information (e.g., AR knowledge annotation, intelligent context-aware guides). Evaluation metrics should prioritize cognitive gains and understanding. For projects aiming at market impact and memorable peak experiences, support should emphasize the scenario construction and flow experience pathways. Incentives should be directed toward R&D and application of technologies that create emotional resonance and deep immersion (e.g., immersive theaters, interactive large-scale installations). Evaluation systems should incorporate metrics for narrative engagement, emotional impact, and flow intensity. A new “experience value”-centered evaluation framework is recommended, incorporating indicators like psychological ownership and flow state to guide the industry from mere “technology accumulation” to genuine “value deepening [45,50].
- For Tourism Performance Operators: Implement Precision Diagnostics and Optimize Resource Allocation. Operators can use the three-pathway framework as a diagnostic tool to identify experiential bottlenecks and make targeted investments: If visitor feedback indicates “low comprehension or detachment,” the bottleneck likely lies in the cognitive pathway. Investments should optimize interface usability and the explanatory depth of digital content. If feedback points to “lack of immersion or weak emotional connection,” the issue may reside in the scenario pathway. Collaboration with storytellers and directors should be strengthened to ensure technology seamlessly serves a compelling narrative. If feedback suggests “low engagement or a lackluster experience,” the flow pathway may need enhancement. Service design should apply flow theory principles to optimize challenge-skill balance and provide immediate, meaningful feedback at key interaction touchpoints [51].
- For Technology Developers: Design Modular and Customizable Digital Toolkits. Developers should shift from offering rigid, standardized solutions to providing flexible, modular digital toolkits. These toolkits should allow venue managers to adjust key parameters along the different experiential pathways: Adjustable Interactivity Levels: To cater to the cognitive pathway (ease of use/control) and flow pathway (challenge-feedback). Configurable Narrative Depth: To support the scenario pathway (immersion) and cognitive pathway (usefulness/understanding). Such design enables the same technological platform to be tailored for projects with different goals (educational vs. entertainment-focused), enhancing the adaptability and return on investment of digital solutions in the cultural tourism sector. This targeted approach maximizes experiential value within budget constraints and mitigates the risk of misguided technological investment.
- For policymakers and investors aiming to promote socio-cultural sustainability, the study highlights that the ultimate value of digital investment lies not in spectacle alone but in its capacity to foster visitors’ psychological ownership of cultural heritage. When visitors feel a sense of personal connection and responsibility towards the culture presented the likelihood of respectful engagement, advocacy, and long-term cultural preservation increases [52]. Therefore, funding and evaluation criteria should evolve from measuring technological adoption (e.g., number of VR headsets) to assessing experiential depth and the cultivation of ownership-related outcomes, thereby aligning technological innovation with sustainable cultural goals.
6.4. Research Limitations and Future Directions
Author Contributions
Funding
Institutional Review Board Statement
Informed Consent Statement
Data Availability Statement
Acknowledgments
Conflicts of Interest
References
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| Variable | Item Code | Item | Adapted Source and Rationale |
|---|---|---|---|
| Interactivity | IT1 | The digital technology in the performance (e.g., special effects, interactive interfaces) gave me a sense of two-way communication with the content. | Adapted from the perceived interactivity scale by McMillan & Hwang [24], which originally measured users’ perceptions of communication direction, control, and time in online contexts. The core dimensions of two-way communication, user control, and lack of delay were retained and contextualized. Item wording was adapted from evaluating websites/advertisements to assessing the specific experience of interacting with digital effects (e.g., special effects, interactive interfaces) within a live tourism performance. |
| IT2 | The integration between digital effects and live performance was seamless and fluid. | ||
| IT3 | This digital technology strongly captured my attention. | ||
| IT4 | Through the digital technology (e.g., interactive screens, apps), I was able to control the performance information I accessed. | ||
| Innovativeness | IN1 | I think the digital technology used in this performance was creative. | Adapted from the perceived visual innovativeness scale developed by Turel et al. [45]. The original scale measures the creativity, novelty, and uniqueness of a digital artifact’s interface in a hedonic (pleasure-oriented) usage context. The items were directly adopted and re-contextualized to evaluate the digital visual technology (e.g., projections, effects) employed within a tourism performance, assessing its perceived innovativeness as part of the visitor experience. |
| IN2 | I found the digital visual experience provided by this performance to be novel. | ||
| IN3 | I think the application of digital technology in this performance was unique. | ||
| Perceived Usefulness | PU1 | The on-site digital technology made it easier for me to access and understand the background information of the performance. | The core scale items are adapted from the foundational Technology Acceptance Model (TAM) by Davis [18]; which measures the degree to which a user believes a technology will enhance their performance. To ensure contextual relevance for cultural experiences, the wording and focus were further refined with reference to Chung et al. [22] who applied TAM to augmented reality in heritage tourism. Items were thus tailored to assess the utility of in situ digital technology for accessing cultural information and deepening cultural understanding within a performance setting. |
| PU2 | Overall, I found using the on-site digital technology (e.g., projections, interactive screens) to be useful. | ||
| PU3 | This technology enabled me to gain a deeper understanding of the cultural connotations and spirit the performance intended to express. | ||
| Perceived Ease of Use | PE1 | It was easy to find the performance information I wanted through the on-site digital technology. | Adapted from the foundational Technology Acceptance Model (TAM) scales by Davis [18]; measuring the degree of effort associated with using a system. Item wording was contextualized based on insights from Chung et al. [22], shifting the focus from general software use to the specific interaction with on-site digital installations (e.g., touchscreens, projections) and the clarity of digitally presented cultural content during a tourism performance. |
| PE2 | I found the process of interacting with this digital technology to be simple and effortless. | ||
| PE3 | The content presented by the digital technology (e.g., images, text, interfaces) was clear and easy to understand. | ||
| Scenario Construction | SC1 | The overall environment of the performance venue (architecture, lighting, sound effects) created a strong atmosphere that immersed me. | This scale integrates foundational concepts from Bitner’s services cape [23]; theory regarding the impact of physical surroundings, with the contemporary, culturally specific Tourism Experience Scenario Scale by Zhang [20]. The items collectively measure a multidimensional construct encompassing: (1) thematic narrative (plot coherence, storytelling appeal, digital-visual immersion—SC1-SC5), and (2) social engagement (audience co-presence, interactive participation, cultural extension—SC6-SC8). The wording was adapted to evaluate the integrated “story field” created by the combination of live performance, physical venue, and digital technology, specifically within tourism performances. |
| SC2 | The stage’s visual and auditory effects (including scenery, props, and digital imagery) were very realistic, making me feel present in the scene. | ||
| SC3 | The storyline of the performance was logical and engaging. | ||
| SC4 | The performance clearly told an attractive cultural story through multiple methods (acting, narration, digital storytelling). | ||
| SC5 | The overall presentation deepened my understanding of the cultural meaning and spirit conveyed by the performance. | ||
| SC6 | The collective reactions of the audience (e.g., applause, silence) enhanced my sense of ritual and engagement during the viewing. | ||
| SC7 | The interactive segments in the performance (e.g., collective responses, digital participation) significantly increased my sense of involvement. | ||
| SC8 | The performance sparked my interest in further exploring the related culture through follow-up channels (e.g., scanning QR codes). | ||
| Flow Experience | FD1 | The level of interaction and content in this performance experience was just right for me; I could easily become engaged. | Adapted from the Flow State Scale (FSS), a foundational and psychometrically robust instrument developed by Jackson and Marsh [47] to measure optimal (“flow”) experiences. The original scale was validated in sports contexts but is widely applied across domains. Five items representing core dimensions of the flow state—challenge-skill balance, action-awareness merging, concentration, sense of control, and distorted time perception—were selected and adapted. The wording was contextualized to describe the state of deep cognitive and emotional immersion experienced by visitors during both the viewing of and interaction with digital elements in a tourism performance. |
| FD2 | During the interaction and viewing process, my reactions were very natural and fluid, almost an unconscious involvement. | ||
| FD3 | My attention was completely focused on the experience before me. | ||
| FD4 | In the interactive parts, I felt in complete control and could participate as I wished. | ||
| FD5 | During the experience, I completely lost track of time. | ||
| Cultural Experience | CE1 | (Emotional Resonance) Watching this performance evoked strong emotional resonance in me (e.g., awe, moved, pride). | This multi-dimensional scale was developed for the present study to capture the depth of internalization that characterizes a high-quality cultural encounter. Its design is theoretically informed by: (1) the foundational dimensions of the experience economy [27]; (2) localized studies on cultural tourism experiences [47]; and (3) critically, the psychological ownership theory as applied in tourism contexts [26]. The first four items (CE1-CE4) collectively measure the core experiential outcome—encompassing emotional, cognitive, identification, and immersive aspects—that our model, through the lens of psychological ownership, aims to explain. Item CE5 measures behavioral intention (recommendation), a key consequential outcome in tourism, included to capture the tangible impact of a profound cultural experience. |
| CE2 | (Cultural Cognition) This performance enhanced my understanding of the related historical/cultural background, story, or symbols. | ||
| CE3 | (Cultural Identity) This performance deepened my identification with and interest in the culture it presented. | ||
| CE4 | (Aesthetic Immersion) During the viewing, I was fully immersed in the cultural and artistic atmosphere created by the performance. | ||
| CE5 | (Behavioral Intention) I am willing to recommend this performance to friends or family because it provided a profound cultural experience. |
| Question Name | Option | Frequency | Percentage (%) |
|---|---|---|---|
| Your gender? | Male | 224 | 41.5 |
| Female | 316 | 58.5 | |
| Your age? | Under 18 | 36 | 6.7 |
| 19–25 | 189 | 35.0 | |
| 26–35 | 175 | 32.4 | |
| 36–45 | 92 | 17.0 | |
| 46 years and older | 48 | 8.9 | |
| What is your highest level of education (including current enrollment)? | High school or below | 102 | 18.9 |
| Associate Degree | 133 | 24.6 | |
| Undergraduate Degree | 211 | 39.1 | |
| Graduate Degree and above | 94 | 17.4 | |
| How often do you attend tourism performances? | First time | 295 | 54.6 |
| 2–3 times | 164 | 30.4 | |
| 4 times or more | 81 | 15.0 | |
| Total | 540 | 100.0 |
| Measurement Scale | Number of Items | Cronbach’s Alpha Coefficient | Total Scale Alpha Coefficient |
|---|---|---|---|
| Digital Technology Interactivity | 4 | 0.816 | 0.894 |
| Digital Technology Innovation | 3 | 0.800 | |
| Perceived Usefulness | 3 | 0.759 | |
| Perceived Ease of Use | 3 | 0.803 | |
| Scenario Construction | 8 | 0.892 | |
| Flow Experience | 5 | 0.843 | |
| Cultural Experience | 5 | 0.836 |
| Sufficiency of Sampling: KMO Measure | 0.889 | |
|---|---|---|
| Bartlett’s Sphericity Test | Approximate Chi-Square | 6761.882 |
| df | 465 | |
| Sig | 0.000 | |
| Component | Initial Eigenvalue | Extracted Loadings | Rotated Loadings | ||||||
|---|---|---|---|---|---|---|---|---|---|
| Total | Percentage of Variance | Cumulative % | Total | Percentage of variance | Cumulative % | Total | Percentage of variance | Cumulative % | |
| 1 | 7.517 | 24.249 | 24.249 | 7.517 | 24.249 | 24.249 | 4.627 | 14.925 | 14.925 |
| 2 | 2.983 | 9.623 | 33.872 | 2.983 | 9.623 | 33.872 | 3.116 | 10.053 | 24.978 |
| 3 | 2.473 | 7.977 | 41.849 | 2.473 | 7.977 | 41.849 | 3.076 | 9.922 | 34.900 |
| 4 | 2.005 | 6.468 | 48.317 | 2.005 | 6.468 | 48.317 | 2.609 | 8.417 | 43.317 |
| 5 | 1.883 | 6.073 | 54.390 | 1.883 | 6.073 | 54.390 | 2.165 | 6.985 | 50.302 |
| 6 | 1.556 | 5.020 | 59.411 | 1.556 | 5.020 | 59.411 | 2.107 | 6.795 | 57.098 |
| 7 | 1.312 | 4.232 | 63.642 | 1.312 | 4.232 | 63.642 | 2.029 | 6.544 | 63.642 |
| 8 | 0.687 | 2.217 | 65.860 | ||||||
| 9 | 0.657 | 2.120 | 67.980 | ||||||
| 10 | 0.652 | 2.105 | 70.085 | ||||||
| 11 | 0.597 | 1.925 | 72.010 | ||||||
| 12 | 0.573 | 1.850 | 73.860 | ||||||
| 13 | 0.571 | 1.841 | 75.701 | ||||||
| 14 | 0.546 | 1.760 | 77.461 | ||||||
| 15 | 0.520 | 1.679 | 79.140 | ||||||
| 16 | 0.508 | 1.638 | 80.778 | ||||||
| 17 | 0.496 | 1.600 | 82.378 | ||||||
| 18 | 0.487 | 1.570 | 83.948 | ||||||
| 19 | 0.480 | 1.550 | 85.498 | ||||||
| 20 | 0.475 | 1.532 | 87.030 | ||||||
| 21 | 0.450 | 1.453 | 88.483 | ||||||
| 22 | 0.424 | 1.368 | 89.851 | ||||||
| 23 | 0.412 | 1.328 | 91.179 | ||||||
| 24 | 0.399 | 1.285 | 92.465 | ||||||
| 25 | 0.371 | 1.196 | 93.661 | ||||||
| 26 | 0.360 | 1.162 | 94.823 | ||||||
| 27 | 0.351 | 1.131 | 95.954 | ||||||
| 28 | 0.343 | 1.106 | 97.059 | ||||||
| 29 | 0.328 | 1.058 | 98.118 | ||||||
| 30 | 0.313 | 1.011 | 99.129 | ||||||
| 31 | 0.270 | 0.871 | 100.000 | ||||||
| 1 | 2 | 3 | 4 | 5 | 6 | 7 | ||
|---|---|---|---|---|---|---|---|---|
| Digital Technology Interactivity | IT1 | 0.751 | ||||||
| IT2 | 0.757 | |||||||
| IT3 | 0.815 | |||||||
| IT4 | 0.776 | |||||||
| Digital Technology Innovation | IN1 | 0.780 | ||||||
| IN2 | 0.804 | |||||||
| IN3 | 0.829 | |||||||
| Perceived Usefulness | PU1 | 0.813 | ||||||
| PU2 | 0.766 | |||||||
| PU3 | 0.774 | |||||||
| Perceived Ease of Use | PEOU1 | 0.813 | ||||||
| PEOU2 | 0.779 | |||||||
| PEOU3 | 0.794 | |||||||
| Scenario Construction | SC1 | 0.776 | ||||||
| SC2 | 0.756 | |||||||
| SC3 | 0.755 | |||||||
| SC4 | 0.734 | |||||||
| SC5 | 0.726 | |||||||
| SC6 | 0.693 | |||||||
| SC7 | 0.730 | |||||||
| SC8 | 0.720 | |||||||
| Flow Experience | FD1 | 0.784 | ||||||
| FD2 | 0.771 | |||||||
| FD3 | 0.754 | |||||||
| FD4 | 0.767 | |||||||
| FD5 | 0.749 | |||||||
| Cultural Experience | CE1 | 0.755 | ||||||
| CE2 | 0.741 | |||||||
| CE3 | 0.738 | |||||||
| CE4 | 0.753 | |||||||
| CE5 | 0.728 |
| Indicator | CMIN/DF | GFI | CFI | RMSEA | IFI | NFI | PCFI |
|---|---|---|---|---|---|---|---|
| Numerical Results | 1.163 | 0.948 | 0.990 | 0.017 | 0.990 | 0.930 | 0.879 |
| Fitting Standard | <3 | >0.9 | >0.9 | <0.08 | >0.9 | >0.9 | >0.5 |
| Compliance | Yes | Yes | Yes | Yes | Yes | Yes | Yes |
| Variable Name | Item | Standard Factor Loadings | t-Statistics | AVE | CR (Convergent Validity) |
|---|---|---|---|---|---|
| Digital Technology Interactivity | IT1 | 0.690 | 0.525 | 0.815 | |
| IT2 | 0.693 | 13.579 | |||
| IT3 | 0.771 | 14.660 | |||
| IT4 | 0.741 | 14.295 | |||
| Digital Technology Innovation | IN1 | 0.759 | 0.573 | 0.801 | |
| IN2 | 0.747 | 14.952 | |||
| IN3 | 0.764 | 15.114 | |||
| Perceived Usefulness | PU1 | 0.687 | 0.512 | 0.759 | |
| PU2 | 0.708 | 12.588 | |||
| PU3 | 0.750 | 12.817 | |||
| Perceived Ease of Use | PEOU1 | 0.777 | 0.577 | 0.804 | |
| PEOU2 | 0.736 | 15.286 | |||
| PEOU3 | 0.766 | 15.661 | |||
| Scenario Construction | SC1 | 0.768 | 0.508 | 0.892 | |
| SC2 | 0.730 | 17.172 | |||
| SC3 | 0.724 | 17.017 | |||
| SC4 | 0.730 | 17.169 | |||
| SC5 | 0.721 | 16.933 | |||
| SC6 | 0.675 | 15.722 | |||
| SC7 | 0.694 | 16.223 | |||
| SC8 | 0.656 | 15.236 | |||
| Flow Experience | FD1 | 0.772 | 0.518 | 0.843 | |
| FD2 | 0.727 | 16.113 | |||
| FD3 | 0.699 | 15.485 | |||
| FD4 | 0.719 | 15.933 | |||
| FD5 | 0.680 | 15.052 | |||
| Cultural Experience | CE1 | 0.738 | 0.507 | 0.837 | |
| CE2 | 0.697 | 14.860 | |||
| CE3 | 0.737 | 15.657 | |||
| CE4 | 0.700 | 14.920 | |||
| CE5 | 0.687 | 14.651 |
| Digital Technology Interactivity | Digital Technology Innovation | Perceived Usefulness | Perceived Ease of Use | Scenario Construction | Flow Experience | Culture Experience | |
|---|---|---|---|---|---|---|---|
| Digital Technology Interactivity | 0.725 | ||||||
| Digital Technology Innovation | 0.375 | 0.757 | |||||
| Perceived Usefulness | 0.260 | 0.298 | 0.716 | ||||
| Perceived Ease of Use | 0.317 | 0.356 | 0.504 | 0.760 | |||
| Scenario Construction | 0.316 | 0.285 | 0.257 | 0.331 | 0.713 | ||
| Flow Experience | 0.375 | 0.264 | 0.232 | 0.235 | 0.297 | 0.720 | |
| Cultural Experience | 0.260 | 0.416 | 0.361 | 0.393 | 0.346 | 0.334 | 0.712 |
| Index | CMIN/DF | GFI | CFI | RMSEA | IFI | NFI | PCFI |
|---|---|---|---|---|---|---|---|
| Numerical Results | 1.371 | 0.938 | 0.976 | 0.026 | 0.976 | 0.917 | 0.879 |
| Fitting Standard | <3 | >0.9 | >0.9 | <0.08 | >0.9 | >0.9 | >0.5 |
| Compliance | Yes | Yes | Yes | Yes | Yes | Yes | Yes |
| Hypothesis | Path | Standardized Coefficient | S.E. | C.R. | p | Result |
|---|---|---|---|---|---|---|
| H1 | Digital Technology Interactivity → Perceived Usefulness | 0.198 | 0.062 | 3.215 | ** | Supported |
| H2 | Digital Technology Interactivity → Perceived Ease of Use | 0.267 | 0.065 | 4.083 | *** | Supported |
| H3 | Digital Technology Innovation → Perceived Usefulness | 0.300 | 0.069 | 4.349 | *** | Supported |
| H4 | Digital Technology Innovation → Perceived Ease of Use | 0.387 | 0.073 | 5.289 | *** | Supported |
| H5 | Digital Technology Interactivity → Scenario Construction | 0.272 | 0.059 | 4.638 | *** | Supported |
| H6 | Digital Technology Innovation → Scenario Construction | 0.257 | 0.064 | 4.030 | *** | Supported |
| H7 | Digital Technology Interactivity → Flow Experience | 0.143 | 0.049 | 2.949 | ** | Supported |
| H8 | Digital Technology Innovation → Flow Experience | 0.211 | 0.054 | 3.904 | *** | Supported |
| H9 | Perceived Usefulness → Cultural Experience | 0.126 | 0.050 | 2.549 | * | Supported |
| H10 | Perceived Ease of Use → Cultural Experience | 0.121 | 0.045 | 2.686 | ** | Supported |
| H11 | Scenario Construction → Cultural Experience | 0.117 | 0.044 | 2.651 | ** | Supported |
| H12 | Flow Experience → Cultural Experience | 0.173 | 0.055 | 3.127 | ** | Supported |
| H13 | Digital Technology Interactivity → Cultural Experience | 0.119 | 0.055 | 2.178 | * | Supported |
| H14 | Digital Technology Innovation → Cultural Experience | 0.213 | 0.064 | 3.307 | *** | Supported |
| Effect Type and Path | Standardized Effect Size | SE | LLCI | Upper Limit Confidence Interval | Result |
|---|---|---|---|---|---|
| Total Effect (Interactivity → Cultural Experience) | 0.233 | - | - | - | Significant |
| Direct Effect | 0.119 | 0.055 | 0.011 | 0.227 | Supported |
| Total Indirect Effect (Sum of Ind1–Ind4) | 0.114 | 0.033 | 0.053 | 0.184 | Supported |
| Total Effect (Innovativeness → Cultural Experience) | 0.364 | - | - | - | Significant |
| Direct Effect | 0.213 | 0.064 | 0.088 | 0.338 | Supported |
| Total Indirect Effect (Sum of Ind5–Ind8) | 0.151 | 0.039 | 0.079 | 0.233 | Supported |
| Ind1 | 0.025 | 0.018 | 0.001 | 0.075 | Supported |
| Ind2 | 0.032 | 0.020 | 0.005 | 0.089 | Supported |
| Ind3 | 0.032 | 0.021 | 0.002 | 0.090 | Supported |
| Ind4 | 0.025 | 0.017 | 0.004 | 0.080 | Supported |
| Ind5 | 0.038 | 0.024 | 0.004 | 0.099 | Supported |
| Ind6 | 0.047 | 0.025 | 0.009 | 0.116 | Supported |
| Ind7 | 0.030 | 0.022 | 0.001 | 0.093 | Supported |
| Ind8 | 0.036 | 0.020 | 0.009 | 0.093 | Supported |
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Share and Cite
Gao, Y.; Zhan, S.; Yuan, D. Digital Technology for Cultural Experience: A Psychological Ownership Perspective on the Three-Path Model. Sustainability 2026, 18, 962. https://doi.org/10.3390/su18020962
Gao Y, Zhan S, Yuan D. Digital Technology for Cultural Experience: A Psychological Ownership Perspective on the Three-Path Model. Sustainability. 2026; 18(2):962. https://doi.org/10.3390/su18020962
Chicago/Turabian StyleGao, Yifei, Shaowen Zhan, and Dan Yuan. 2026. "Digital Technology for Cultural Experience: A Psychological Ownership Perspective on the Three-Path Model" Sustainability 18, no. 2: 962. https://doi.org/10.3390/su18020962
APA StyleGao, Y., Zhan, S., & Yuan, D. (2026). Digital Technology for Cultural Experience: A Psychological Ownership Perspective on the Three-Path Model. Sustainability, 18(2), 962. https://doi.org/10.3390/su18020962

