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An empirical study of practicability, hedonic and interactive media for intention toward cultural creative APP design

机译:实践性,诸策互动媒体的实证研究,以意图朝着文化创意应用设计

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With the global wave and evolution of Cultural and Creative Industries, Law for the Development of the Cultural and Creative Industries was successfully promulgated in 2010 in Taiwan. It encourages relevant craft industries transforming to Cultural and Creative Industries and establishing private brands. In order to promote Cultural and Creative Industries, the government also reinforces the integration of art creation with culture preservation, culture, and technology. Consequently, the application of cultural and creative products is moving towards diversification. Particularly, digital creative APP (Application) becomes a popular entertainment and interaction platform for modern youngsters. In this case, understanding the cultural advantage and integrating creativity and design are the key factors in the reinforcement of Cultural and Creative Industries with cultural and creative products in Taiwan. Understanding the digital creative APP usage intention and attitudes therefore becomes a primary research issue. This study aims to develop a cultural and creative APP as well as the strict and empirically meaningful digital creative APP usage intention and attitudes scale for digital creative APP users. The characteristics of cultural and creative APP are first generalized the usefulness, hedonism, and media interaction through literature review, expert interview, purification and prediction of measurement items, and the reliability and validity evaluation of formal questionnaire. Churchill (1979) and DeVellis (1991) as well as the suggestions from research with relevant scales are referred to measure the digital creative APP usage intention and attitudes. The results show that the best predictor of practicability, entertainment and media interactive for intention toward cultural creative APP design is use attitude (R2= 0.547), followed by intend to use (R2 = 0.528), practicability (R2 = 0.408), entertainment (R2 = 0.186). This study proposes a general extended technology acceptance model for Intention toward Cultural Creative APP Design. Our proposed model explained 52.8% of the variance in behavioral intention. Overall findings suggest that use attitude and intend to use may augment its function as a key factor for procedural Intention toward cultural creative APP design.
机译:随着文化和创意产业的全球波浪和演变,2010年在台湾成功颁布了文化和创意产业的发展法。它鼓励相关的工艺行业转变为文化和创意产业并建立私人品牌。为了促进文化创意产业,政府还强化了艺术创作与文化保护,文化和技术的整合。因此,文化和创造性产品的应用正在转向多样化。特别是,数字创意应用(应用程序)成为现代青少年的流行娱乐和互动平台。在这种情况下,了解文化优势和整合创造性和设计是在台湾加强文化和创造性产业的关键因素。因此,了解数字创意应用程序使用意图和态度成为一个主要研究问题。本研究旨在开发文化和创意应用程序,以及数字创意应用用户的严格和经验有意义的数字创意应用程序使用意图和态度规模。文化创意APP的特点首先推广的实用性,享乐主义和媒体通过文献研究,专家访谈,净化和测量项目的预测,并正式问卷的信度和效度评价的互动。 Churchill(1979)和Devellis(1991)以及与相关尺度的研究的建议称为衡量数字创意应用使用意图和态度。结果表明,实用性,娱乐和媒体互动为向文化创意APP设计意图的最佳预测是使用态度(R2 = 0.547),其次是打算用(R2 = 0.528),实用性(R2 = 0.408),娱乐( R2 = 0.186)。本研究提出了一般的扩展技术验收模型,以旨在提出文化创意应用设计。我们拟议的模式解释了行为意图方差的52.8%。整体调查结果表明,使用态度和打算使用可能会增加其功能作为文化创意应用设计的程序意向的关键因素。

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