游戏化视角下博物馆重构观众关系的路径研究
Reconstructing Museums' Relationships with Their Audience through Gamification
邓又溪 1柴秋霞1
作者信息
- 1. 复旦大学文物与博物馆学系 上海 200433
- 折叠
摘要
在数字时代,注意力资源走向短缺,博物馆与观众的关系已经超越了"以观众为中心"的指涉,需要重新定位与再组织.当前观众具有主动性更强、情绪需求更高和深度注意下降的特点,博物馆需借助游戏元素与激励机制,激发观众的主动参与意识,从吸引观众注意迈向引导观众自发求知.博物馆首先应明确以创造观众与观众、观众与空间的情感联结为游戏化目标,向知识守门者的实践角色演进,要加强把关和引导观众主动反馈,以多主体协作来进行游戏化实践.
Abstract
In the digital age,the knowledge are now abundant,while attention has become increasingly limited. Consequently,the relationship between museums and their audience needs to move beyond the tradi-tional"audience-centered"model and be redefined and reorganized. Today's audience are more proactive,have higher emotional needs,and exhibit decreased deep attention. Gamification provides an effective ap-proach for museums to encourage active audience participation,turning the capture of audience attention in-to their self-motivated learning. Museums should aim to create connections among audiences and between audiences and spaces,expand their role from a mere knowledge provider to a knowledge practitioner,guide audience feedbacks and engagement,and promote collaborative efforts.
关键词
博物馆/数字时代/观众注意力/游戏化/激励机制Key words
museum/digital age/audience attention/gamification/incentive引用本文复制引用
出版年
2024