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Persuasive Art Experience in the Metaverse: Case of the Finnish Metagallery

 
cris.virtual.department#PLACEHOLDER_PARENT_METADATA_VALUE#
cris.virtual.orcid0000-0002-7800-8243
cris.virtualsource.departmentb9fc7856-0fd6-4052-aafa-ff76d8acc710
cris.virtualsource.orcidb9fc7856-0fd6-4052-aafa-ff76d8acc710
dc.contributor.authorMattila, Juho
dc.contributor.authorPaajala, Iikka
dc.contributor.authorBandaranayake, Sameera
dc.contributor.authorKarppinen, Pasi
dc.date.accessioned2026-09-03T10:48:33Z
dc.date.available2026-09-03T10:48:33Z
dc.date.createdwos2026
dc.date.issued2026
dc.description.abstractThe metaverse opens new possibilities for digital art and cultural participation, yet the persuasive dynamics of virtual art encounters remain little understood. This study applies the Persuasive Systems Design (PSD) model to analyze audience engagement in the Finnish Metagallery, a virtual exhibition hosted by the Finnish National Gallery in Decentraland. Thirteen interviews were thematically analyzed to examine how PSD features—usefulness and ease of use, liking, tailoring, authority, and social facilitation—shape the art experience. Participants found the gallery accessible and visually appealing, but its value often centered on convenience rather than deep immersion or social presence, and institutional authority raised expectations that were not always met. The findings show how aesthetic experience can act as a persuasive mechanism in metaverse exhibitions, and suggest that persuasive impact in virtual art spaces depends less on technical novelty than on the alignment of aesthetic, experiential, and social design qualities that sustain meaningful engagement.
dc.description.wosFundingTextWe gratefully acknowledge the Finnish National Gallery for enabling the study of the Metagallery and inspiring its exploration of virtual art spaces. We also thank Sitra, the Finnish Innovation Fund, for their valuable support. Our sincere appreciation goes to all participants whose insights were essential to understanding virtual art experiences.
dc.identifier.doi10.1007/978-3-032-19687-3_13
dc.identifier.isbn978-3-032-19686-6
dc.identifier.issn0302-9743
dc.identifier.urihttps://imec-publications.be/handle/20.500.12860/60197
dc.language.isoeng
dc.provenance.editstepusergreet.vanhoof@imec.be
dc.publisherSPRINGER INTERNATIONAL PUBLISHING AG
dc.source.beginpage163
dc.source.conferencePersuasive Technology, 21st International Conference, PERSUASIVE
dc.source.conferencedate2026-03-10
dc.source.conferencelocationHakodate
dc.source.endpage177
dc.source.journalPERSUASIVE TECHNOLOGY, PERSUASIVE 2026
dc.source.numberofpages15
dc.subject.keywordsMODEL
dc.title

Persuasive Art Experience in the Metaverse: Case of the Finnish Metagallery

dc.typeProceedings paper
dspace.entity.typePublication
imec.internal.crawledAt2026-07-14
imec.internal.sourcecrawler
imec.internal.wosCreatedAt2026-07-14
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