近年來,博物館逐漸導入實境遊戲做為展示教育的嶄新媒介。究竟,博物館如何運用實境遊戲?其中的學習與社交內涵為何?又如何連結博物館及其展覽?本研究選擇國家人權博物館《為匪宣傳》、新北市立十三行博物館《尋找失落的國家寶藏》、國立臺灣博物館《諾亞計畫》等3個博物館實境遊戲,透過參與觀察及遊戲資料蒐集,並與相關理論及實務觀點交互參照,執行多重個案研究。研究發現博物館實境遊戲透過手機、實體道具、博物館實物等多元載體,能增加解謎互動性;而當遊戲故事情節發展基於博物館關切議題,且謎題需玩家瞭解博物館實物細節,則能促進玩家接觸與博物館、展覽相關的特定性學習內涵。同時,非直觀謎題能增加遊戲的總體性學習內涵,亦可促使成員間的團隊合作。然而,研究也發現謎題低度連結博物館實物或過於直觀,不僅容易降低挑戰性,更會減少成員相互討論、協調的機會。因此研究建議,博物館應善用既有空間做為遊戲場域,且故事情節與非直觀式謎題應高度結合博物館及其展覽,同時提供提示機制,以及適合團隊成員共同參與的遊戲載體使用模式。希冀本研究能提供未來博物館規劃實境遊戲時的參考,為參與者創造學習與社交價值兼具的博物館實境遊戲經驗。
Recently, museums have gradually introduced reality games as a new medium for exhibition and education. How do museums adopt reality games? What are the educational and interactive advantages of such games? How do such games create bonds between museums and their exhibitions? To answer these questions, reality games of the National Human Rights Museum, Shihsanhang Museum of Archaeology, and National Taiwan Museum were investigated. This multiple-case study was conducted based on participant observation and game data collection, with cross referencing of relevant theoretical and practical viewpoints. The results revealed that interactivity of museum reality games increases when multiple media are involved including mobile phones, physical props, and museum exhibits/objects. When the storyline is based on issues of concern to the museum and puzzles require exhibition details to solve, games can promote specific learning related to museum and exhibition content. Moreover, unintuitive puzzles not only benefit learning, but also prompt cooperation among players. However, when connections between puzzles and exhibits are too obvious or too intuitive, this tends to make puzzles less challenging and limit the opportunities for players to interact. Based on these results, it is suggested that museums take advantage of existing exhibition spaces in the creation of reality games and that storylines and unintuitive puzzles integrate museum and exhibition content. Meanwhile, games should provide clues for solving puzzles and have a suitable media usage model for multiple player participation. By providing practical suggestions for museums, it is hoped that more museums will develop reality games of high educational and interactive value.