消费风尚迭代下的展览生态重构与创新实践
Reconstruction and Innovation of Exhibition Ecology in the Context of Evolving Consumer Trends
摘要: Z世代已成为展览行业核心消费群体,其“社交化、体验式、个性化”消费需求驱动行业转型,但当前诸多传统展览存在技术应用堆砌、IP联动表层化等与Z世代需求的错位问题。本研究通过文献梳理、深度访谈与扎根理论编码,构建“五维认知–三维体验–四类行为”三阶联动模型;通过问卷调查、结构方程模型验证,揭示Z世代展览消费规律。研究发现,认知呈“社交(0.68) > 科技(0.55) > 情感(0.42) > 个性(0.38) > 效率(0.23)”驱动差异,体验维度总中介效应达52.6%,且95后与00后存在显著代际需求分化,形成“高分享、中复购、强衍生、低溢价敏感”行为矩阵。本研究提出价值逻辑、体验设计、商业模式三大转型方向,为行业从“静态陈列”向“动态共创”转型提供有益参考。
Abstract: Generation Z has become the core consumer group in the exhibition industry. Their consumption demands for “socialization, experiential engagement, and personalization” are driving the industry’s transformation. However, many traditional exhibitions currently face a mismatch with the needs of Generation Z, such as the superficial application of technology and shallow IP collaborations. Through literature review, in-depth interviews, and grounded theory coding, this study constructs a three-tier linkage model of “five-dimensional cognition-three-dimensional experience-four categories of behavior”. Using questionnaire surveys and structural equation modeling for validation, it reveals the consumption patterns of Generation Z in exhibitions. The study finds that cognition exhibits a driving hierarchy: “social (0.68) > technology (0.55) > emotion (0.42) > individuality (0.38) > efficiency (0.23)”. The total mediating effect of the experience dimensions reaches 52.6%, with significant intergenerational demand differences between post-95s and post-00s, forming a behavior matrix characterized by “high sharing, moderate repurchase, strong derivative engagement, and low sensitivity to price premiums”. This research proposes three transformation directions—value logic, experience design, and business models—providing valuable insights for the industry’s shift from “static display” to “dynamic co-creation”.
文章引用:陈婉婷, 蒋露, 张柯妲, 吴潇诺, 叶俏汝. 消费风尚迭代下的展览生态重构与创新实践[J]. 可持续发展, 2026, 16(1): 369-376. https://doi.org/10.12677/sd.2026.161041

参考文献

[1] 国家统计局. 2024中国人口结构与消费趋势报告[R]. 2024.
[2] 文旅部文化消费研究中心. 2024中国Z世代文化消费报告[R]. 2024.
[3] 王宁. Z世代消费行为的特征与趋势研究[J]. 消费经济, 2022, 38(3): 34-40.
[4] 李阳. 基于大数据的用户体验优化策略研究[J]. 科技经济导刊, 2023, 31(17): 19-22.
[5] 中国博物馆协会. 2024博物馆展览体验报告[R]. 2024.
[6] 段勇. 博物馆展览的数字化转型与创新发展[J]. 中国博物馆, 2021(3): 12-18.
[7] Garrett, J.J. (2010) The Elements of User Experience: User-Centered Design for the Web and beyond. New Riders.
[8] Karaian, J. (2020) The Generation Z Effect: How New Consumers Are Reshaping the Economy. St. Martin’s Press.
[9] Parry, R. (2018) Museum Computing: Innovating in the Digital Age. Routledge.
[10] Pine, B.J. and Gilmore, J.H. (1999) The Experience Economy: Work Is Theatre and Every Business a Stage. Harvard Business Review Press.
[11] Schmitt, B.H. (1999) Experiential Marketing: How to Get Customers to Sense, Feel, Think, Act, Relate. Free Press.
[12] Davis, F.D. (1989) Perceived Usefulness, Perceived Ease of Use, and User Acceptance of Information Technology. MIS Quarterly, 13, 319-340. [Google Scholar] [CrossRef
[13] Venkatesh, V., Morris, M.G., Davis, G.B. and Davis, F.D. (2003) User Acceptance of Information Technology: Toward a Unified View1. MIS Quarterly, 27, 425-478. [Google Scholar] [CrossRef