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游戏化视角下博物馆重构观众关系的路径研究

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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.
Reconstructing Museums' Relationships with Their Audience through Gamification
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.

museumdigital ageaudience attentiongamificationincentive

邓又溪、柴秋霞

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复旦大学文物与博物馆学系 上海 200433

博物馆 数字时代 观众注意力 游戏化 激励机制

2024

东南文化
南京博物院

东南文化

CSTPCDCSSCICHSSCD北大核心
影响因子:0.405
ISSN:1001-179X
年,卷(期):2024.(4)