When a virtual museum is too good: the curiosity satisfaction paradox and its implications for the substitution effect of virtual technology

dc.citation.epage33
dc.citation.issue2026
dc.citation.spage1
dc.citation.volume2026
dc.contributor.authorAbdulrazak Yahya Saleh
dc.contributor.authorMohd Kamal Othman
dc.contributor.authorSabine Chung Sze Yee
dc.contributor.authorAhmad Azaini Abdul Manaf
dc.contributor.authorShaziti Aman
dc.contributor.authorMohamad Hardyman Barawi
dc.contributor.departmentFaculty of Cognitive Sciences and Human Development
dc.date.accessioned2026-04-10T02:59:01Z
dc.date.issued2026-03
dc.description.abstractThis 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.referencesUncontrolled Keywords : Virtual Reality, User Experience (UX), Curiosity Satisfaction Paradox, Gamification, Museum.
dc.description.statusPublished
dc.identifier.citationA.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.doihttps://doi.org/10.1016/j.entcom.2026.101121
dc.identifier.emailysahabdulrazak@unimas.my
dc.identifier.issn1875-9521
dc.identifier.urihttps://www.sciencedirect.com/science/article/abs/pii/S1875952126000431
dc.identifier.urihttps://scholarhub.unimas.my/handle/123456789/350
dc.publisherElsevier B.V.
dc.relation.ispartofEntertainment Computing
dc.titleWhen a virtual museum is too good: the curiosity satisfaction paradox and its implications for the substitution effect of virtual technology
dc.typeArticles
dc.type.statusYes

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