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Cited by 478

The DOI matches its Crossref record; 56 of the 56 references it cites were found in a registry or an index.

Experiencing immersive virtual reality in museums

Lee, Hyunae, Jung, Timothy Hyungsoo, tom Dieck, M.Claudia, Chung, Namho·2020·Information & Management

Abstract

Abstract Virtual Reality (VR) has been regarded as a highly effective technology that enables people to gain enjoyable and immersive information about museum collections. Drawing from the four realms of the experience economy, we assume absorptive experiences influence immersive experiences, overall museum VR tour experience, and intention to visit a museum. The results show that all the hypotheses are supported. Furthermore, we compared and tested the proposed model and its rival model (postulating the direct influence of the four realms of the experience economy on museum VR experience) and found that the proposed model is better than the rival model.

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Metadata

Authors
Lee, H., Jung, T. H., tom Dieck, M. C., & Chung, N.
Venue
Information & Management
Publisher
Elsevier BV
Published
2020-07
Volume
57
Issue
5
Pages
103229
ISSN
0378-7206 (ISSN-L)
OpenAlex
W2983571259
Cited by
478
References
56
FWCI
369.72
Type
journal article
Language
en
Open access
closed

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CoChat. (2026). Citation check: Experiencing immersive virtual reality in museums. https://app.cochat.ai/papers/10.1016/j.im.2019.103229
The paper
Lee, H., Jung, T. H., tom Dieck, M. C., & Chung, N. (2020). Experiencing immersive virtual reality in museums. Information & Management. https://doi.org/10.1016/j.im.2019.103229

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Bibliographic data: Semantic Scholar, OpenAlex, Crossref.

Contains information from the Semantic Scholar Academic Graph Datasets, made available under the ODC Attribution License (ODC-BY 1.0).

Semantic Scholar’s data is described in: Kinney, R., et al. (2023). The Semantic Scholar Open Data Platform. arXiv:2301.10140.