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Museum Customer Experience and Virtual Reality: H.BOSCH Exhibition Case Study
2 references·10 citing·45 second hop
Museum Customer Experience and Virtual Reality: H.BOSCH Exhibition Case Study (2017)Museum Customer Experience and Virtual Re…Welcome to the experience economy (2019)Welcome to the experience eco…The museum environment and the visitor experience (2000)The museum environment and th…Exploring the motivations of young museum users through identifying personas based on Bartle’s taxonomy of players (2026)Exploring the motivations of …Factors Affecting Cultural Transmission in Museum Tourism: An Empirical Study with Mediation Analysis (2024)Factors Affecting Cultural Tr…Exploring user acceptance of online virtual reality exhibition technologies: A case study of Liangzhu Museum (2024)Exploring user acceptance of …Integrated evaluation of visitor experience factors in the scope of museum management (2023)Integrated evaluation of visi…Factors Affecting Viewers' Satisfaction In Virtual Art Exhibition (2022)Factors Affecting Viewers' Sa…A Method and Platform for the Preservation of Temporary Exhibitions (2022)A Method and Platform for the…Interactive Virtual Museum for Malaysian Traditional Games (2020)Interactive Virtual Museum fo…Reinventing Museums in 21st Century (2019)Reinventing Museums in 21st C…New Procedures in the Museums: The Communication Through Immersive Technologies (2018)New Procedures in the Museums…Constructing a framework of user experience for museum based on gamification and service design (2018)Constructing a framework of u…The Discovery of Grounded Theory; Strategies for Qualitative Research (1968)The Discovery of Grounded Theory: Strategies for Qualitative Research. (1968)Revisiting Consumption Experience (2003)Grounded theory, ethnography and phenomenology (2005)Visitors’ experience, mood and satisfaction in a heritage context: Evidence from an interpretation center (2007)Distinction: A Social Critique of the Judgement of Taste* (2018)Exploring Satisfying Experiences in Museums (1999)Learning from Museums: Visitor Experiences and the Making of Meaning (2000)The Museum Experience (2016)The Experiential Aspects of Consumption: Consumer Fantasies, Feelings, and Fun (1982)Reality is broken: why games make us better and how they can change the world (2012)Gamification and customer experience: the mediating role of brand engagement in online grocery retailing (2021)Gamification Practices in Museums (2021)The Sacra Infermeria —a focus group evaluation of an augmented reality cultural heritage experience (2022)Designing Virtual Worlds (2025)Revisiting the visit: (2002)Lessons from the lighthouse (2003)Virtual museums, a survey and some issues for consideration (2009)MedusoZoa – An Immersive and Interactive Virtual Reality Installation in a Museum (2022)Integrating Industry 4.0/5.0 Technologies for Accessible and Engaging Museum Experiences (2025)DynaMus: A fully dynamic 3D virtual museum framework (2016)The Invisible Museum: A User-Centric Platform for Creating Virtual 3D Exhibitions with VR Support (2021)Transforming the exhibition experience of intangible cultural heritage in China: a multi-stakeholder approach to service innovation and audience participation (2025)An epistemological view of consumer experiences (2010)Social Media in Tourism and Hospitality: A Literature Review (2013)Smart tourism: foundations and developments (2015)Shaping Value Propositions in Cultural Heritage From a PSL Perspective (2024)A thematic investigation of tourist experiential gaps in Moroccan cultural heritage museums using a sentiment-guided BERTopic text mining approach (2025)Exploring Procedural Content Generation of Environments for Virtual Museums: A Mixed-Initiative Approach (2025)Structural Equation Models with Unobservable Variables and Measurement Error: Algebra and Statistics (1981)Perceived Usefulness, Perceived Ease of Use, and User Acceptance of Information Technology (1989)User Acceptance of Computer Technology: A Comparison of Two Theoretical Models (1989)Engaging the Next Generation: A Validated Model of VR Acceptance to Inform Design in Cultural Heritage Institutions (2025)Evaluating User Experience in Digital Curation Within Libraries, Archives, and Museums (2025)Exploring the drivers of users' adoption of museum digital humans (2026)Evaluating Structural Equation Models with Unobservable Variables and Measurement Error (1981)Cutoff criteria for fit indexes in covariance structure analysis: Conventional criteria versus new alternatives (1999)Common method biases in behavioral research: A critical review of the literature and recommended remedies. (2003)Beyond Souvenirs: Consumption Values of Cultural and Creative Products From Museums (2025)Studying actions in context: a qualitative shadowing method for organizational research (2005)Motivations for Play in Online Games (2006)Self-Determination Theory (2012)Exploring the essence of memorable tourism experiences (2011)Value co-creation: concept and measurement (2014)Customer experience management: toward implementing an evolving marketing concept (2015)
this work references cited by second hop

References

  • 2019Welcome to the experience economy2,562 cited
  • 2000The museum environment and the visitor experience395 cited

Cited by

  • 2024Exploring user acceptance of online virtual reality exhibition technologies: A case study of Liangzhu Museum46 cited
  • 2018Constructing a framework of user experience for museum based on gamification and service design19 cited
  • 2023Integrated evaluation of visitor experience factors in the scope of museum management17 cited
  • 2019Reinventing Museums in 21st Century12 cited
  • 2024Factors Affecting Cultural Transmission in Museum Tourism: An Empirical Study with Mediation Analysis7 cited
  • 2022A Method and Platform for the Preservation of Temporary Exhibitions6 cited
  • 2018New Procedures in the Museums: The Communication Through Immersive Technologies3 cited
  • 2026Exploring the motivations of young museum users through identifying personas based on Bartle’s taxonomy of players2 cited
  • 2020Interactive Virtual Museum for Malaysian Traditional Games2 cited
  • 2022Factors Affecting Viewers' Satisfaction In Virtual Art Exhibition2 cited

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