专题 从“记忆宫殿”到“体验宇宙”:元宇宙图书馆的具象

用户体验视域下元宇宙图书馆建设研究——SEM-NCA混合方法

  • 何同亮 ,
  • 秦枫
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  • 安徽师范大学新闻传播学院 芜湖 241002
何同亮,特聘研究员,博士,E-mail:312486094@qq.com;秦枫,副院长,教授,博士。

收稿日期: 2025-04-11

  修回日期: 2025-08-20

  网络出版日期: 2025-11-11

基金资助

本文系安徽省高校协同创新项目“徽文化智能传播效能提升及评估体系研究”(项目编号:GXXT-2023-095)研究成果之一。

Research on the Construction of Metaverse Libraries from the Perspective of User Experience: A Hybrid Method of SEM-NCA

  • He Tongliang ,
  • Qin Feng
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  • School of Journalism and Communication, Anhui Normal University, Wuhu 241002
He Tongliang, Specially Appointed Senior Research Fellow, PhD, E-mail: 312486094@qq.com; Qin Feng, Associate Dean,Professor, PhD.

Received date: 2025-04-11

  Revised date: 2025-08-20

  Online published: 2025-11-11

Supported by

This work is supported by the Anhui Provincial University Collaborative Innovation Project titled“Research on the Enhancement and Evaluation System of Intelligent Communication Efficacy of Huizhou Culture”(Grant No. GXXT-2023-095).

摘要

[目的/意义] 针对元宇宙图书馆建设实证研究不足的现状,从用户体验视角探究其关键影响因素的作用机理,为优化资源配置和提升服务质量提供实证依据。[方法/过程] 采用结构方程建模(SEM)与必要条件分析(NCA)的混合研究方法,系统分析感知真实度、多感官整合效能、情景化知识迁移和情境体验效果4个维度的因素之间影响路径与必要条件关系。[结果/结论] 多数前因变量对结果变量构成显著影响且为必要条件;游戏化具有非必要但显著条件的边际价值,心理有形性具有必要但非显著条件的阈值效应。应增强沉浸式交互服务,遵循“最低认知基线”设计,实施差异化资源分配,优化知识语义关联。

本文引用格式

何同亮 , 秦枫 . 用户体验视域下元宇宙图书馆建设研究——SEM-NCA混合方法[J]. 图书情报工作, 2025 , 69(21) : 36 -51 . DOI: 10.13266/j.issn.0252-3116.2025.21.004

Abstract

[Purpose/Significance] Addressing the current lack of empirical research on metaverse library development, this study investigates the causal mechanisms of key influencing factors from a user experience perspective, providing an empirical foundation for optimizing resource allocation and enhancing service quality. [Method/Process] A hybrid methodology integrating Structural Equation Modeling(SEM) and Necessary Condition Analysis(NCA) systematically examines influence pathways and necessary condition relationships among factors across four dimensions: perceived authenticity, Multisensory Integration, Contextualized Knowledge Transfer, and situational experience effectiveness. [Result/Conclusion] Results indicate that most antecedent variables significantly impact outcome variables as necessary conditions, with gamification demonstrating marginal value as a non-necessary yet significant contributor while mental tangibility exhibits a threshold effect as a necessary but non-significant condition; practical implications propose enhancing immersive interactive services, adhering to Minimum Cognitive Threshold design principles, implementing differentiated resource allocation, and optimizing knowledge semantic relevance.

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