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從觀衆參觀經驗探討正經遊戲理論在博物館展示的運用-以「氣候變遷」展示廳為例

The Application of Serious Games in Museum Exhibitions from Visitors’ Experience: A Case Study on the Exhibition Hall of Climate Change

摘要


多媒體高互動的展示方式,近幾年來已成為新世紀博館不可或缺的展示手法,強調參觀體驗,讓觀眾在「寓教於樂」的過程中,學習新知,甚至樂在其中。因此,如何設計出同時具備娛樂與科學意涵的博物館展示,是所有博物館策展人最希望達成的目標,本文以全國第一個以「氣候變遷」為主題的常設展示廳為分析場域,探討以下兩個問題:(一)博物館運用正經遊戲理論來規劃設計多媒體互動展示是否可適切詮釋轉化氣候變遷相關議題,實踐科學展示教育活動之內涵,同時藉此補足較為單向的展示方式,諸如圖板燈箱的介紹,增加觀眾參觀經驗。(二)運用正經遊戲理論所創造遊戲闖關的參觀經驗是否有助於提升參觀民眾的駐留時間。透過正經遊戲理論必須具備的設計原則進行本展示12項多媒體互動單元的規劃設計與製作並採「行為觀察法」及「問卷」的方式進行資料收集,從觀眾參觀行為、持續力與操作程度佐證展示的效果。結果發現,觀眾的整體參與比例高達 95.6%,平均每一組觀眾參與完 12 項多媒體互動展示花3838 秒(64 分鐘),平均一個單元319.8 秒(5.3分鐘),達成應用正經遊戲欲達成的展示目的與效果--一個吸引人的正經遊戲內在動機包含,如挑戰、好奇、控制、競爭、合作等,要能充分的利用才能激發興趣,讓學習者能夠主動使用和保持使用的時間,從頭玩到尾體驗完畢,完成任務取獎勵回饋。

並列摘要


Multimedia high interactive exhibit, in recent years has become an indispensable display of new century museum, emphasizing the experience of visitors, so that the audience in the " edutainment " in the process of learning new knowledge .This study mainly explored how to properly interpret climate change-related messages with the serious game theory in order to better curate educational scientific exhibitions and compensate for single-directional display forms such as display boards and light boxes, and in turn, enhancing the visiting experience. Data were collected using behavior observation and a questionnaire survey. Effects of the exhibits were examined from visitors’ visiting behaviors, their time spent on watching the exhibits, and their extent of interacting with the exhibits. The overall participation rate on the part of the visitors reached up to 95.6%. The average time for each group of visitors to finish watching all 12 multimedia interactive exhibits was 3838 s (64 min), namely 319.8 s (5.3 min) on each exhibit. From this perspective, the objectives and effects of the proposed serious game application were achieved in this study. An attractive serious game should be able to develop multiple internal motivations in its participants, including challenge, curiosity, control, competition, and collaboration. Only by adequately incorporating these motivations in a game can learners be encouraged to actively engage in the entire exhibition, complete required tasks, and obtain rewards or feedback.

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