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移动图书馆场景化信息接受博弈及其优化 被引量:3

Information Acceptance Game and Optimization of Mobile Library
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摘要 [目的/意义]虽然畅体验是移动图书馆场景化信息接受所追求的方向,然而由于移动图书馆开发商与图书馆在对用户信息需求认知方面存在着差距,以及双方在利益上存在着冲突,因此,双方如何寻求信息接受畅体验的平衡点成为焦点。[方法/过程]以博弈论为基础,基于用户信息接受期望从认知博弈、场景博弈和信息接受博弈3个维度出发构建移动图书馆场景化信息接受博弈机理模型,以寻求信息接受博弈的畅体验。[结果/结论]从信息接受认知、信息接受场景和信息接受体验3个视角出发对移动图书馆开发商与图书馆间的博弈进行分析,指出信息接受博弈的价值取向和博弈优化策略,以提升用户信息接受体验的愉悦度。 [Purpose/significance]Although smooth experience is the direction of scenario-based information acceptance in mobile libraries,due to the gap between mobile library developers and libraries in the recognition of users'information needs and the conflict of interests between the two sides,how to seek a balance point of smooth experience in information acceptance has become the focus of attention.[Method/process]Based on the game theory and user information acceptance expectation,this paper constructs a game mechanism model of scenario information acceptance in mobile libraries from three dimensions:cognitive game,scenario game and information acceptance game,in order to seek a flow experience of information acceptance game.[Result/conclusion]This paper analyses the game between mobile library developers and libraries from three perspectives of information acceptance cognition,information acceptance scene and information acceptance experience,and points out the value orientation and game optimization strategy of information acceptance game in order to enhance the pleasure of users'information acceptance experience.
作者 王福 刘姝瑾 Wang Fu;Liu Shujin(School of Economics and Management,Inner Mongolia University of Technology,Hohhot 010051;Dalian University of Technology Library,Dalian 116024)
出处 《图书情报工作》 CSSCI 北大核心 2019年第23期13-20,共8页 Library and Information Service
基金 内蒙古自治区社会科学规划项目“媒体融合视角下的移动图书馆用户信息行为特征及其规律研究”(项目编号:2017NDB073)研究成果之一
关键词 移动图书馆 场景化信息接受 场景化服务 信息接受博弈 mobile library scenario information acceptance scenario service information acceptance game
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