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ORIGINAL RESEARCH article

Front. Public Health
Sec. Public Mental Health
Volume 12 - 2024 | doi: 10.3389/fpubh.2024.1338387

Determinants of Users' Continuance Intention of Digital Museums: A Self-Regulation Perspective

Provisionally accepted
  • 1 School of Economics and Trade, Henan Polytechnic Institute, Nanyang, China
  • 2 Department of Economics, Sejong University, Seoul, Republic of Korea
  • 3 School of Media, Zhengzhou University of Economics and Business, Zhengzhou, Henan Province, China
  • 4 School of Digital Media and Art Design, Nanyang Institute of Technology, Nanyang, China
  • 5 Department of Design, Sejong University, Seoul, Seoul, Republic of Korea

The final, formatted version of the article will be published soon.

    Driven by modern technological innovations (virtual reality, augmented reality, mixed reality and interactive 3D, etc.), digital museums open up new modes of user visitation through virtual exhibition halls and interactive technologies, thus bridging the gap between the museums and their users for in-depth communication. This study explores the determinants of users' continuance intention to use digital museums based on Bagozzi's self-regulation framework. We found that appraisal factors (interaction quality, media richness, and information quality) were strong predictors of emotional reaction (satisfaction and perceived playfulness). In particular, media richness and information quality had significant effects on both satisfaction and perceived playfulness. However, interaction quality only positively affected satisfaction. Both satisfaction and perceived playfulness positively influence users' continuance intention to use digital museums. These findings enrich the literature on digital museums, offer new perspectives and supplements to existing research on user behavior in digital museums, thereby assisting developers and operators of digital museums in more effectively designing their digital systems and enhancing user experience.

    Keywords: Digital museums, Self-regulation framework, Interaction Quality, media richness, Information quality, Satisfaction, Perceived playfulness

    Received: 14 Nov 2023; Accepted: 21 Oct 2024.

    Copyright: © 2024 Zhang, Zhang and Jia. This is an open-access article distributed under the terms of the Creative Commons Attribution License (CC BY). The use, distribution or reproduction in other forums is permitted, provided the original author(s) or licensor are credited and that the original publication in this journal is cited, in accordance with accepted academic practice. No use, distribution or reproduction is permitted which does not comply with these terms.

    * Correspondence: Tingting Jia, School of Digital Media and Art Design, Nanyang Institute of Technology, Nanyang, China

    Disclaimer: All claims expressed in this article are solely those of the authors and do not necessarily represent those of their affiliated organizations, or those of the publisher, the editors and the reviewers. Any product that may be evaluated in this article or claim that may be made by its manufacturer is not guaranteed or endorsed by the publisher.