As a brand-new thinking concept and practice path,the application of gamification in the development of ancient book resources has become a new trend,which is of great social value for the promotion of the high-quality development of the ancient book business in the new era.Taking the interactive puzzle game"Old Paper Restorer·Broken Danqing"as a case study,combined with online research,field visits and in-depth interviews,we explored the useful development strategies of gamification of ancient book resources based on the embodied cognition theory."Old Paper Restorer·Broken Danqing"has come out with a distinctive path for the gamification development of ancient book resources,which is a successful model for the gamification of ancient book resources in China at present.Based on this,a sustainable development strategy for the gamification of ancient book resources is proposed from the four dimensions of demand,service,value,and guarantee,to stimulate the vitality of the development of the ancient book business,and to help the development of the cultural inheritance of ancient books.
embodied cognition theorygamificationdevelopment of ancient book resourcesdigital humanities