When a virtual museum is too good: the curiosity satisfaction paradox and its implications for the substitution effect of virtual technology
| dc.citation.epage | 33 | |
| dc.citation.issue | 2026 | |
| dc.citation.spage | 1 | |
| dc.citation.volume | 2026 | |
| dc.contributor.author | Abdulrazak Yahya Saleh | |
| dc.contributor.author | Mohd Kamal Othman | |
| dc.contributor.author | Sabine Chung Sze Yee | |
| dc.contributor.author | Ahmad Azaini Abdul Manaf | |
| dc.contributor.author | Shaziti Aman | |
| dc.contributor.author | Mohamad Hardyman Barawi | |
| dc.contributor.department | Faculty of Cognitive Sciences and Human Development | |
| dc.date.accessioned | 2026-04-10T02:59:01Z | |
| dc.date.issued | 2026-03 | |
| dc.description.abstract | This mixed-methods study evaluates the strategic efficacy of digital museum platforms by comparing a traditional museum website with a VR-only app and a VR-gamified app. Ninety participants were randomly assigned to one platform, after which they completed the System Usability Scale (SUS) and Museum Experience Scale (MES); semi-structured interviews provided crucial qualitative depth. Our quantitative findings reveal a significant difference in usability, with the VR-gamified app outperforming the website (χ2(2) = 9.778, p = 0.001676), indicating a medium effect size (∊2 = 0.110). However, the VR-only app was not significantly different from the website (p = 0.09174). Additionally, gamification did not significantly enhance the museum experience over the VR-only app, suggesting a potential ceiling effect of VR immersion. Critically, qualitative insights revealed a novel “curiosity satisfaction paradox”: while both VR apps significantly influenced participants’ pre-visit intentions and willingness to share, demonstrating a compelling “teaser” effect, the comprehensive VR-gamified experience surprisingly satisfied the curiosity of some users, reducing their motivation for a physical visit. This study underscores the need for a nuanced strategic approach to ensure digital platforms effectively complement, rather than inadvertently substitute for, the physical museum experience. | |
| dc.description.references | Uncontrolled Keywords : Virtual Reality, User Experience (UX), Curiosity Satisfaction Paradox, Gamification, Museum. | |
| dc.description.status | Published | |
| dc.identifier.citation | A.Y. Saleh, M.K. Othman, S.C. Sze Yee, A.A. Abdul Manaf, S. Aman, M.H. Barawi, When a virtual museum is too good: the curiosity satisfaction paradox and its implications for the substitution effect of virtual technology, Entertainment Computing (2026), doi: https://doi.org/10.1016/j.entcom.2026.101121 | |
| dc.identifier.doi | https://doi.org/10.1016/j.entcom.2026.101121 | |
| dc.identifier.email | ysahabdulrazak@unimas.my | |
| dc.identifier.issn | 1875-9521 | |
| dc.identifier.uri | https://www.sciencedirect.com/science/article/abs/pii/S1875952126000431 | |
| dc.identifier.uri | https://scholarhub.unimas.my/handle/123456789/350 | |
| dc.publisher | Elsevier B.V. | |
| dc.relation.ispartof | Entertainment Computing | |
| dc.title | When a virtual museum is too good: the curiosity satisfaction paradox and its implications for the substitution effect of virtual technology | |
| dc.type | Articles | |
| dc.type.status | Yes |
