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数字非遗传承中严肃游戏项目开发与应用探讨

iscussion on Development and Application of Serious Game Projects in Transmitting Digital Intangible Cultural Heritage

中文摘要英文摘要

目的/意义] 旨在探究数字非遗通过严肃游戏进行有效传承的方式,为我国图书馆、博物馆等文化机构提出严肃游戏项目开发与应用的针对性建议。[方法/过程] 根据静态艺术、时空艺术、动态艺术的非物质文化遗产分类体系,分别选取Yong's China Quest Adventure、ICURA和Tsamiko Dance三种不同非遗类型主题的严肃游戏作为研究对象,根据文化遗产主题严肃游戏项目研发框架对案例的开发过程进行详细对比,同时分析案例在非遗传播和传承中的应用。[结果/结论] 从案例分析中引发对非遗主题严肃游戏项目研发和应用的思考,并从资源、技术、人员、平台和理论五个方面对我国图书馆、博物馆等文化机构开发应用与非遗文化教育和传播相关的严肃游戏项目提出相关建议,为我国非遗数字化传承工作提供新思路。

Purpose/significance] This paper aims to analyze the approach which is using serious games to efficiently transmit intangible cultural heritage (ICH). Further, it provides advices on developing and applying serious games projects for cultural institutions like libraries and museums in China. [Method/process] Based on the classification system of ICH which specifically referred to static art, spatial art and dynamic art, 3 serious game projects of different kinds of ICH were selected to conduct the case study, namely the Yong’s China Quest Adventure, the ICURA and the Tsamiko Dance. The cases were thoroughly analyzed in the development stage according to the framework of ICH serious game design as well as the implementation stage. [Result/conclusion] Practical suggestions from aspects of resources, technology, people, platform and theory are proposed for the related ICH education and transmitting projects of cultural institutions like libraries and museums in China based on the experience and thoughts drawn from the cases, which are expected to provide feasible solutions for inheriting Chinese ICH in digital means.

汤金羽、朱学芳

文化事业信息传播、知识传播教育

严肃游戏数字非遗图书馆博物馆案例分析

serious gamedigital intangible cultural heritagelibrary museumcase study

汤金羽,朱学芳.数字非遗传承中严肃游戏项目开发与应用探讨[EB/OL].(2023-04-01)[2025-08-03].https://chinaxiv.org/abs/202304.00239.点此复制

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