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游戏化设计:长城文化价值面向青年游客传播的探索

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长城国家文化公园的核心任务之一是传播中华民族共同文化价值,传播效果很大程度上取决于游客在旅游体验的过程中产生的认知、情感与意动.青年游客是长城国家文化公园文化价值传播的重要目标人群,偏向接受兼具内容、主题、趣味与沉浸体验的旅游方式.游戏化有助于增强青年游客对长城国家文化公园的参与动机与重游率,提升旅游体验与沉浸感.长城国家文化公园在文化空间中可借鉴谢尔提出的四大类游戏元素及韦巴赫总结的DMC金字塔游戏设计系统,进行游戏化设计,更好地向青年游客进行文化价值传播.
Gamification Design:the Exploration of the Great Wall Cultural Value Communication to Younger Tourists
Communicating the common cultural value of the Chinese civilization is one of the core tasks of constructing national culture parks for the Great Wall.The effectiveness of dissemination largely depends on tourists'cognition,emotion,and intention stimulated by travel experience.Now,younger tourists,an important group of target audience for cultural value communication of the Great Wall National Culture Park,tend to accept the travel styles which combine content,themes,fun,and immersive experiences.Gamification helps to not only increase the motivation and the revisit rate of young tourists to have access to the Great Wall National Culture Park,but also enhance the quality of travel experience and immersion.Drawing inspiration from the four major game elements proposed by Schell as well as the DMC pyramid model summarized by Werbach,the cultural space of the Great Wall National Cultural Park can be designed through gamification to communicate cultural value to young tourists better.

the Great Wall National Culture Parkcultural value communicationyouthgamification

彭健、侯宇思

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中国传媒大学 文化产业管理学院,北京 100024

长城国家文化公园 文化价值传播 青年 游戏化

中国传媒大学中央高校基本科研业务费专项资金资助项目

CUC24ZL18

2024

河北地质大学学报
石家庄经济学院

河北地质大学学报

CHSSCD
影响因子:0.287
ISSN:1007-6875
年,卷(期):2024.47(4)