登录 EN

添加临时用户

山西博物院数字体验展的游戏化设计研究

Research on Gamification Design of Shanxi Museum‘s Digital Experience Exhibition

作者:周同
  • 学号
    2018******
  • 学位
    硕士
  • 电子邮箱
    517******com
  • 答辩日期
    2021.05.19
  • 导师
    米海鹏
  • 学科名
    设计学
  • 页码
    40
  • 保密级别
    公开
  • 培养单位
    080 美术学院
  • 中文关键词
    博物馆,数字展,游戏化,青铜
  • 英文关键词
    museum, digital exhibition, gamification, bronze

摘要

展览是博物馆文化和教育的窗口。相比传统的实体展览,数字展览具有不受时空限制、互动性更强等优点。近几年来数字化已成为全球博物馆建设的潮流,但博物馆展览的数字化传播在参与性与趣味性上常有所不足。如何吸引年轻群体对文化遗产感兴趣并主动学习,是文博领域最重要的问题之一。游戏化是运用游戏设计机制解决非游戏问题的方法,对公众特别是年轻群体的主动学习有具有良好的推动作用,但目前将游戏化运用到博物馆展览设计的研究和实践有限。 本文旨在系统了解游戏化设计理论的基础上,以山西博物院为例,运用游戏化的方法实现文化遗产价值更广泛的传播,提高公众的参与度和体验感。同时探索一种线上线下结合的数字体验展的创新模式,发挥线上展览和线下展览各自的优势。本文先研究博物馆展览的游戏化设计方法,通过融合游戏化的若干理论和文化遗产的科普理念,补充完善文博领域的游戏化设计理论。在此设计方法的指导下,围绕山西博物院的兽型青铜器的科普主题进行设计实践,经过前期调研和设计迭代后,产出最终的设计方案并实现。本文在最后总结了山西博物院数字体验展目前存在的问题和对未来工作的展望。

Exhibitions are the window of museum culture and education. Compared with traditional physical exhibitions, digital exhibitions have the advantages of not being restricted by time and space, and more interactive. In recent years, digitalization has become the trend of global museum construction, but the digital communication of museum exhibitions is often insufficient in terms of participation and interest. How to attract young people to be interested in cultural heritage and take the initiative to learn is one of the most important issues in the field of cultural heritage. Gamification is a method of using game design mechanisms to solve non-gaming problems. It has a good role in promoting the active learning of the public, especially young people. However, there is currently limited research on applying gamification to museum exhibition design. This article aims to systematically understand the theory of gamification design, and use gamification to realize a wider spread of cultural heritage values and improve public participation and experience, taking Shanxi Museum as an example. At the same time, it explores an innovative model of digital experience exhibition combining online and offline, and gives full play to the respective advantages of online and offline exhibitions. This article first studies the design method of applying gamification to museum exhibitions. It complements and perfects the gamification design theory in the field of cultural and museums, through integrating several theories of gamification and cultural heritage science concepts. Under the guidance of the design method, I carry out design practice around the popular science theme of animal bronzes in Shanxi Museum,and produce and realize the final design plan after preliminary investigation and design iteration. This article concludes with a summary of the current problems,and prospects for future work in the digital experience exhibition of Shanxi Museum.