人格
虚拟实境
网络空间
计算机科学
内容(测量理论)
万维网
展示
多媒体
人机交互
虚拟现实
互联网
视觉艺术
艺术
数学
数学分析
作者
Hyun-Kyung Lee,Soobin Park,Yeonji Lee
标识
DOI:10.1080/14626268.2022.2063903
摘要
This paper presents a marketing study of the metaverse's potential audience, particularly focusing on museums' use of cyberspace and how some of their physical functions can be replicated online. Among digital transformations, the metaverse has become one of the most significant alternatives to offline events, with museum exhibitions highly representative of it. However, existing virtual museums fail to attract the MZ generation despite the opportunities arising from their contactless lifestyle. Therefore, this study aims to create new content suggestions that the MZ generation positively reacts to and becomes involved in. This research was conducted through five methods: a literature review, case studies, survey, persona creation, and in-depth interviews. According to the market segmentation and strategy (MS&S) technique, two types of responses were used to create and target two types of personas of potential users—'explorative persona' and 'entertaining persona'. This study thus suggests three future directions and content for metaverse virtual museums to better target the MZ generation: technical development for users of both personas, user creation content to enhance user participation for the users of explorative persona, and more active marketing through various community for the users of entertaining persona.
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