技术进步与发展下的沉浸式体验场景推动了产业从供给侧到需求侧的变革创新,以沉浸式体验为核心的新兴业态在我国实践层面蓬勃发展,但相关理论研究较少。本文采用单案例研究方法,深入剖析典型的沉浸式体验场景,探究其建构过程与机理。研究发现,沉浸式体验场景的建构涵盖体验空间生成、交互界面建立及拟像社会构筑三个阶段,由环境层、互动层和核心层构成。同时,本研究基于沉浸式体验场景建构的过程与各阶段特征揭示出现象背后触发器—动力核心—可持续机制的场景建构机理。在理论贡献方面,文章通过案例分析和讨论回答了如何建构沉浸式体验场景及场景如何带来沉浸感的核心理论问题,实现了对沉浸理论和场景理论的拓展与丰富。在实践层面,研究结论有助于企业利用现有资源与技术搭建沉浸式体验场景,在实现商业目标的同时与消费者维持可持续的客户关系。
沉浸式体验场景的建构过程与机理——基于“长安十二时辰”街区的案例研究
摘要
参考文献
1 陈波, 林馨雨. 中国城市文化场景的模式与特征分析——基于31个城市文化舒适物的实证研究[J]. 中国软科学, 2020, (11): 71-86. DOI:10.3969/j.issn.1002-9753.2020.11.007
6 储节旺, 刘雅娇, 李佳轩. 活动理论视角下游戏化学习中知识转移活动的特征及运行过程研究[J]. 情报杂志, 2024, 43(1): 199-206. DOI:10.3969/j.issn.1002-1965.2024.01.027
21 美]欧文·戈夫曼, 冯钢译. 日常生活中的自我呈现[M]. 2版. 北京: 北京大学出版社, 2022: 112.
29 王美莹, 王斯敏, 蒋新军. 边界何在, 能否两全[N]. 光明日报, 2021-04-26(16).
32 吴剑峰, 丁沂昕, 雷震, 等. 存续企业如何实现组织身份变革?——基于海油发展的纵向案例研究[J]. 管理世界, 2022, 38(7): 212-235,17. DOI:10.3969/j.issn.1002-5502.2022.07.017
40 叶舒琪, 尹俊婷, 李招贤, 等. 情绪对直觉与分析加工的影响机制[J]. 心理科学进展, 2023, 31(5): 736-746. DOI:10.3969/j.issn.1671-3710.2023.5.xlxdt202305004
52 邹升平, 程琳. 中国式现代化的动力来源、生成模式与优化路径[J]. 求实, 2023, (4): 4-16,109. DOI:10.3969/j.issn.1007-8487.2023.04.001
53 Arikan Y, Clark T N, Noonan D S, et al. The arts, Bohemian scenes, and income[J]. Cultural Trends, 2019, 28(5): 404-416. DOI:10.1080/09548963.2019.1680013
54 Baudrillard J. Simulacra and simulations[M]. Stanford: Stanford University Press, 2001: 166-184.
55 Blumenthal V, Jensen Ø. Consumer immersion in the experiencescape of managed visitor attractions: The nature of the immersion process and the role of involvement[J]. Tourism Management Perspectives, 2019, 30: 159-170. DOI:10.1016/j.tmp.2019.02.008
56 Cairns P, Cox A L, Day M, et al. Who but not where: The effect of social play on immersion in digital games[J]. International Journal of Human-Computer Studies, 2013, 71(11): 1069-1077. DOI:10.1016/j.ijhcs.2013.08.015
57 Clark T N. Mahing culture into magic: How can it bring tourists and residents?[J]. International Review of Public Administration, 2007, 12(1): 13-25. DOI:10.1080/12294659.2007.10805088
58 Cruz-Neira C, Sandin D J, Defanti T A, et al. The CAVE: Audio visual experience automatic virtual environment[J]. Communications of the ACM, 1992, 35(6): 64-72. DOI:10.1145/129888.129892
59 Csikszentmihalyi M. Beyond boredom and anxiety: Experiencing flow in work and play[M]. San Francisco: Jossey-Bass, 1975a: 35-54.
60 Csikszentmihalyi M. Play and intrinsic rewards[J]. Journal of Humanistic Psychology, 1975b, 15(3): 41-63. DOI:10.1177/002216787501500306
61 Cuny C, Fornerino M, Helme-Guizon A. Can music improve e-behavioral intentions by enhancing consumers’ immersion and experience?[J]. Information & Management, 2015, 52(8): 1025-1034.
62 da Silva deMatos N M, de Sá E S, de Oliveira Duarte P A. A review and extension of the flow experience concept. Insights and directions for Tourism research[J]. Tourism Management Perspectives, 2021, 38: 100802. DOI:10.1016/j.tmp.2021.100802
63 Dad A M, Davies P B, Rehman A A. 3D servicescape model: Atmospheric qualities of virtual reality retailing[J]. International Journal of Advanced Computer Science and Applications, 2016, 7(2): 25-38.
64 Dwivedi Y K, Hughes L, Baabdullah A M, et al. Metaverse beyond the hype: Multidisciplinary perspectives on emerging challenges, opportunities, and agenda for research, practice and policy[J]. International Journal of Information Management, 2022, 66: 102542. DOI:10.1016/j.ijinfomgt.2022.102542
65 Dyer Jr W G, Wilkins A L. Better stories, not better constructs, to generate better theory: A rejoinder to eisenhardt[J]. The Academy of Management Review, 1991, 16(3): 613-619. DOI:10.2307/258920
66 Esenhardt K M. Building theories from case study research[J]. Academy of Management Review, 1989, 14(4): 532-550. DOI:10.2307/258557
67 Esenhardt K M, Graebner M E. Theory building from cases: Opportunities and challenges[J]. Academy of Management Journal, 2007, 50(1): 25-32. DOI:10.5465/amj.2007.24160888
68 Foley J D. Interfaces for advanced computing[J]. Scientific American, 1987, 257(4): 126-135. DOI:10.1038/scientificamerican1087-126
69 Frankman H. Designing organizations for flow experiences[J]. The Journal for Quality and Participation, 1997, 20(2): 24-33.
70 Georgiou Y, Kyza E A. Relations between student motivation, immersion and learning outcomes in location-based augmented reality settings[J]. Computers in Human Behavior, 2018, 89: 173-181. DOI:10.1016/j.chb.2018.08.011
71 Gioia D A, Corley K G, Hamilton A L. Seeking qualitative rigor in inductive research: Notes on the gioia methodology[J]. Organizational Research Methods, 2013, 16(1): 15-31. DOI:10.1177/1094428112452151
72 Hsu M E, Cheng M T. Immersion experiences and behavioural patterns in game-based learning[J]. British Journal of Educational Technology, 2021, 52(5): 1981-1999. DOI:10.1111/bjet.13093
73 Hudson S, Matson-Barkat S, Pallamin N. With or without you? Interaction and immersion in a virtual reality experience[J]. Journal of Business Research, 2019, 100: 459-468. DOI:10.1016/j.jbusres.2018.10.062
74 Jennett C, Cox A L, Cairns P, et al. Measuring and defining the experience of immersion in games[J]. International Journal of Human-Computer Studies, 2008, 66(9): 641-661. DOI:10.1016/j.ijhcs.2008.04.004
75 Miller D L, Silver D. Cultural scenes and contextual effects on political attitudes[J]. European Journal of Cultural and Political Sociology, 2015, 2(3-4): 241-266. DOI:10.1080/23254823.2016.1144480
76 Raptis G E, Fidas C, Avouris N. Effects of mixed-reality on players’ behaviour and immersion in a cultural tourism game: A cognitive processing perspective[J]. International Journal of Human-Computer Studies, 2018, 114: 69-79. DOI:10.1016/j.ijhcs.2018.02.003
77 Rose S, Clark M, Samouel P, et al. Online customer experience in e-retailing: An empirical model of antecedents and outcomes[J]. Journal of Retailing, 2012, 88(2): 308-322. DOI:10.1016/j.jretai.2012.03.001
78 Saker M, Frith J. Coextensive space: Virtual reality and the developing relationship between the body, the digital and physical space[J]. Media, Culture & Society, 2020, 42(7-8): 1427-1442.
79 Shin D. The actualization of meta affordances: Conceptualizing affordance actualization in the metaverse games[J]. Computers in Human Behavior, 2022, 133: 107292. DOI:10.1016/j.chb.2022.107292
80 Silver D A, Clark T N. Scenescapes: How qualities of place shape social life[M]. Chicago: University of Chicago Press, 2016.
81 Smink A R, Van Reijmersdal E A, Van Noort G, et al. Shopping in augmented reality: The effects of spatial presence, personalization and intrusiveness on app and brand responses[J]. Journal of Business Research, 2020, 118: 474-485. DOI:10.1016/j.jbusres.2020.07.018
82 Smith S A, Mulligan N W. Immersion, presence, and episodic memory in virtual reality environments[J]. Memory, 2021, 29(8): 983-1005. DOI:10.1080/09658211.2021.1953535
83 Teng C I, Huang L S, Jeng S P, et al. Who may be loyal? Personality, flow experience and customer e-loyalty[J]. International Journal of Electronic Customer Relationship Management, 2012, 6(1): 20-47. DOI:10.1504/IJECRM.2012.046468
84 Tlili A, Huang R, Kinshuk. Metaverse for climbing the ladder toward ‘Industry 5.0’ and ‘Society 5.0’?[J]. The Service Industries Journal, 2023, 43(3-4): 260-287. DOI:10.1080/02642069.2023.2178644
85 Yin R K. Case study research: Design and methods[M]. London: Sage Publication 1989.
86 Yin R K. Case study research: Design and methods[M]. 4th ed. Thousand Oaks, CA: Sage, 2009.
87 Zatori A, Smith M K, Puczko L. Experience-involvement, memorability and authenticity: The service provider’s effect on tourist experience[J]. Tourism Management, 2018, 67: 111-126. DOI:10.1016/j.tourman.2017.12.013
88 Zhang X L, Chen Y C, Hu L L, et al. The metaverse in education: Definition, framework, features, potential applications, challenges, and future research topics[J]. Frontiers in Psychology, 2022, 13: 1016300. DOI:10.3389/fpsyg.2022.1016300
引用本文
曹智辉, 妥艳媜, 韩秋晨, 等. 沉浸式体验场景的建构过程与机理——基于“长安十二时辰”街区的案例研究[J]. 外国经济与管理, 2024, 46(9): 67-88.
导出参考文献,格式为:
下一篇:战略行动场域理论研究新进展