ArticleOpen Access http://dx.doi.org/10.26855/jhass.2026.08.016
Research on the Application of Interactive Experiential Design for Sports Cultural and Creative Products in the Context of Digital Media
Shiyi Wang
South China Agricultural University, Guangzhou 510642, Guangdong, China.
*Corresponding author: Shiyi Wang
Published: August 27, 2026
Abstract
There is a significant problem in the interactive enjoyment of sports cultural and creative products, which is shown in continuous difficulties like static display, single-sense channels, and short-lived values related to the events. These obstacles prevent these products from attracting present-day consumers who generally demand more immersive, participatory, and socially connected experiences. In this paper, we study these problems and, based on the theories of embodied interaction and digital mediation, suggest design strategies focusing on three main aspects—extending senses, engaging behaviors, and arousing emotions—to incorporate the functions of digital media in product development. By analyzing some typical examples such as the Asian Games AR interactive program, the Bing Dwen Dwen digital collectibles, and the intelligent dolls with AI assistance, the paper demonstrates the implementation of augmented reality, non-fungible tokens (NFT), and artificial intelligence technologies in various fields including virtual-real integration, digital ownership confirmation, and intelligent conversation interaction. These studies provide useful design references for improving the interactive quality, cultural dissemination effectiveness, and commercial viability of sports cultural and creative products in the rapidly developing digital market.
Keyword
Digital media; sports cultural and creative products; product interaction; experiential design
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Copyright
© 2026 by the author(s).
This article is an open access article distributed under the terms and conditions of the Creative Commons Attribution-NonCommercial-NoDerivatives (CC BY-NC-ND) license, which permits non-commercial use, distribution, and reproduction in any medium, provided the original work is properly cited and is not modified or adapted.
https://creativecommons.org/licenses/by-nc-nd/4.0/
How to cite this paper
Research on the Application of Interactive Experiential Design for Sports Cultural and Creative Products in the Context of Digital Media
How to cite this paper: Shiyi Wang. (2026) Research on the Application of Interactive Experiential Design for Sports Cultural and Creative Products in the Context of Digital Media. Journal of Humanities, Arts and Social Science, 10(8), 964-967.
DOI: http://dx.doi.org/10.26855/jhass.2026.08.016