<?xml version="1.1" encoding="utf-8"?>
<article xsi:noNamespaceSchemaLocation="http://jats.nlm.nih.gov/publishing/1.1/xsd/JATS-journalpublishing1-mathml3.xsd" dtd-version="1.1" xmlns:xlink="http://www.w3.org/1999/xlink" xmlns:mml="http://www.w3.org/1998/Math/MathML" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance"><front><journal-meta><journal-id journal-id-type="publisher-id">SSSD</journal-id><journal-title-group><journal-title>Scientific and Social Sustainable Development</journal-title></journal-title-group><issn>3066-8964</issn><eissn>3066-8980</eissn><publisher><publisher-name>Art and Technology</publisher-name></publisher></journal-meta><article-meta><article-id pub-id-type="doi">10.61369/SSSD.2025120020</article-id><article-categories><subj-group subj-group-type="heading"><subject>Article</subject></subj-group></article-categories><title>基于SOR 理论的《黑神话：悟空》对区域文旅的影响研究</title><url>https://artdesignp.com/journal/SSSD/1/12/10.61369/SSSD.2025120020</url><author>陈清杨,林希,何一行,郭鑫鑫</author><pub-date pub-type="publication-year"><year>2025</year></pub-date><volume>1</volume><issue>12</issue><history><date date-type="pub"><published-time>2025-08-28</published-time></date></history><abstract>随着文旅融合的深入发展，电子游戏作为新兴媒介，逐渐成为文化传播与旅游推广的重要工具，游戏能够通过生动的文化再现，激发玩家对旅游目的地的兴趣。本研究以《黑神话：悟空》为案例，基于 SOR（刺激&amp;ndash; 机体&amp;ndash; 反应）理论，探讨了电子游戏在文旅融合中的影响机制。研究表明，游戏的沉浸体验与界面设计显著提升玩家的目的地认知和情感反应，且认知对情感具有正向强化作用，二者共同 促进旅游意向的形成。此外，认知在&amp;ldquo;刺激&amp;mdash; 情感/ 意向&amp;rdquo;链条中起到中介作用。此研究扩展了 SOR 理论在虚拟文旅场景中的应用，为学术界理解虚拟体验如何转化为现实行动提供了新的框架，展示了电子游戏在文旅发展当中的应用潜力，为政府、旅游从业者和游戏开发人员提供了独特的行业见解。</abstract><keywords>文旅融合,电子游戏,《黑神话：悟空》,旅游意愿,SOR 模型</keywords></article-meta></front><body/><back><ref-list><ref id="B1" content-type="article"><label>1</label><element-citation publication-type="journal"><p>[1] 郭婧. 基于SOR 理论的虚拟旅游体验对实地旅游意愿的影响研究[D]. 上海师范大学,2022.[2]Jang, S. (Shawn) &amp;amp; Namkung, Y. Perceived quality, emotions, and behavioral intentions: Application of an extended Mehrabian&amp;ndash;Russell model to restaurants. Journal of Business Research 62, 451&amp;ndash;460 2009.[3]Kim, J. &amp;amp; Lennon, S. J. Effects of reputation and website quality on online consumers' emotion, perceived risk and purchase intention: Based on the stimulus ‐organism ‐response model. Journal of Research in Interactive Marketing 7, 33&amp;ndash;56 2013.[4]Su, L. &amp;amp; Swanson, S. R. The effect of destination social responsibility on tourist environmentally responsible behavior: Compared analysis of first-time and repeat tourists. Tourism Management 60, 308&amp;ndash;321 2017.[5]Cheng, Z. &amp;amp; Chen, X. The Effect of Tourism Experience on Tourists' Environmentally Responsible Behavior at Cultural Heritage Sites: The Mediating Role of Cultural Attachment. Sustainability 14, 565 2022.[6]Dubois, L.-E., Griffin, T., Gibbs, C. &amp;amp; Guttentag, D. The impact of video games on destination image. Current Issues in Tourism 24, 554&amp;ndash;566 2021.[7] 苏静, 杨奕凡. 游戏产业与文旅资源融合路径分析&amp;mdash;&amp;mdash; 基于2023 年融合案例的观察[J]. 中国数字出版,2024,2(06):120-127.[8]Tussyadiah, I. P., Wang, D., Jung, T. H. &amp;amp; Tom Dieck, M. C. Virtual reality, presence, and attitude change: Empirical evidence from tourism. Tourism Management 66,140&amp;ndash;154 2018.[9]Dubois, L.-E. &amp;amp; Gibbs, C. Video game&amp;ndash;induced tourism: a new frontier for destination marketers. TR 73, 186&amp;ndash;198 2018.[10] 郝晓禹. 基于心流体验理论的VR 游戏体验影响因素研究[D]. 浙江大学,2018.</p><pub-id pub-id-type="doi"/></element-citation></ref></ref-list></back></article>
