Cited by 30Virtual Reality Applications and ImpactsMuseums and Cultural HeritageInnovative Human-Technology Interaction

The Impact of VR Exhibition Experiences on Presence, Interaction, Immersion, and Satisfaction: Focusing on the Experience Economy Theory (4Es)

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Chang, Sungbok, Suh, Jungho·2025·Systems

Abstract

This study systematically analyzes and emphasizes the importance of VR exhibition experiences, a relatively under-researched area. It examines the effects of VR exhibition experiences on presence and interaction and the influence of interaction on presence. Additionally, how these factors impact user immersion and satisfaction is explored, and the relationship between exhibition immersion and satisfaction is analyzed. Specifically, this study investigates how virtual exhibition experiences, similar to those in physical galleries, provide a sense of reality, leading to immersion in the artwork and ultimately resulting in satisfaction. The findings reveal that, among the VR exhibition experience factors, entertainment, escapism, and aesthetic experiences positively (+) affected interaction, while educational experiences negatively (−) influenced it. Furthermore, entertainment, escapism, and educational experiences positively influenced presence, whereas aesthetic experiences did not significantly impact it. Interaction significantly affected presence and positively influenced both immersion and satisfaction. Presence positively affected immersion but did not significantly affect satisfaction. Finally, immersion positively affected satisfaction. This study suggests that strategies that enhance interaction and presence are crucial in designing VR exhibition experiences. They also provide an important foundation for future research by systematically analyzing the relationships between presence, interaction, immersion, and satisfaction in VR exhibition experiences.

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  • Virtual museums differ from traditional museums in that meaning generation depends more heavily on the audience's active engagement.

    “As discussed, virtual museums differ from traditional museums in that meaning generation depends more heavily on the audience's active engagement [69].”

    From Virtual Museums as Meaning-Modeling Systems in Digital Heritage (2025) · cites this paper as [69]

    Section 2.1 contrasts traditional exhibitions’ one-way presentation with virtual exhibitions that actively engage visitors, and the Introduction says VR visitors help create their own experiences. These passages support the engagement contrast, but they do not establish that generating meaning depends more heavily on engagement in virtual museums. (LLM, conf=0.82)

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References 56 · Cited by 30

Research works printed but not linked: 11

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Authors
Chang, S., & Suh, J.
Affiliations
  • Cheongju University (KR)
  • Gachon University (KR)
Corresponding author
Suh, Jungho
Venue
Systems
Publisher
MDPI AG
Published
2025-01-16
Volume
13
Issue
1
Pages
55
ISSN
2079-8954 (ISSN-L)
OpenAlex
W4406431749
Cited by
30
References
56
Citations by year
2026: 15 · 2025: 15
FWCI
25.08
Type
journal article
Language
en
Open access
Locations
  • Systems (publishedVersion, cc-by)
  • DOAJ (DOAJ: Directory of Open Access Journals) (submittedVersion, cc-by-sa)
Funders
Gachon University (GCU-202304760001)
Topics
  • Physical Sciences › Computer Science › Human-Computer Interaction › Virtual Reality Applications and Impacts
  • Social Sciences › Arts and Humanities › Museology › Museums and Cultural Heritage
  • Physical Sciences › Computer Science › Human-Computer Interaction › Innovative Human-Technology Interaction
Keywords
virtual reality exhibitions, presence, user interaction, immersion, user satisfaction, experience economy, 4Es, entertainment, escapism, aesthetic experience, educational experience, virtual art gallery

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