BUSINESS
How Do People Decide to Buy Museum Digital Goods?
Mon May 26 2025
Museums have been turning ancient artifacts into digital products. This has sparked a lot of interest in what makes people want to buy these items. The Value-Based Adoption Model was used to figure out what drives these purchasing decisions. This model looks at how people see the benefits and drawbacks of a product. It also considers how much they value it and how others influence their choices.
To understand this better, data was collected and analyzed using SPSS. This software helped with the initial analysis. Then, AMOS was used for structural equation modeling. This method tested the different ideas about what affects buying decisions. The results were quite clear. People are more likely to buy something if they think it will bring them joy or add value to their lives. On the other hand, if they think it will cost them too much or be risky, they are less likely to buy it. This is where the idea of perceived benefits and sacrifices comes in. Perceived benefits make people more inclined to purchase. Perceived sacrifices, however, make them hesitate. The perceived value of a product also plays a big role. It can make people more likely to buy something and can also change how they see the benefits and sacrifices.
Social influence is another important factor. It can strengthen the link between how much someone values a product and how likely they are to buy it. For example, if friends or family think a digital museum product is cool, it might make someone more likely to buy it. The study also found that entertainment and cultural experiences are big pluses. They make people more likely to want to buy digital museum products. However, if people think a product is too expensive or risky, it can turn them off. This is where the idea of perceived cost and risk comes in. These factors can make people less likely to buy something.
So, what does this all mean for the people making these digital products? They should focus on making their products fun and culturally significant. This can make people more likely to want to buy them. At the same time, the people in charge of selling these products should work on making the buying process safer and cheaper. This can help attract more buyers. They should also address concerns about cybersecurity and copyright issues. These are big turn-offs for many people. By making the buying process smoother and safer, they can encourage more people to buy digital museum products.
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questions
What other factors, not considered in the Value-Based Adoption Model, might influence purchase intention?
What if the perceived sacrifice was just the time spent figuring out how to use the digital product?
If perceived benefits are so great, why do people still prefer free museum visits?
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