This study analyzes the background, area, role, and player experience of Time Traveler at the Daxi Wood Art Ecomuseum using data from in-depth interviews with 10 residents and 20 players. The results revealed that, first, the ecomuseum combined local and government resources for the Time Traveler, ensuring that it was an educational and a pleasurable experience for travelers. Second, players could use their mobile phones to experience the roles and stories highlighted through Time Traveler. Third, players stated that they experienced a sense of accomplishment, escapism, and entertainment. In addition, they believed that Time Traveler had educational and esthetic aspects and facilitated interpersonal relationships. This study referenced play theory to analyze pre-lusory goals and lusory mean, rules, and attitude toward Time Traveler and examine its playability. The research concludes with directions for future research.
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