In contemporary society, the proliferation of digital technologies, particularly the internet, has facilitated instant information access. As an innovative exhibition format, virtual exhibitions have garnered increasing attention. Given trends in social media, online learning, and the impact of the pandemic on traditional exhibitions, virtual exhibitions have emerged as a crucial link between public service organizations, businesses, and users.
Furthermore, against the backdrop of the rapid development of the experience economy, the importance of experiences in value creation has become increasingly prominent. Therefore, grounded in the theoretical framework of the experience economy, this study argues that virtual exhibitions should not only showcase content but also create unique and engaging experiences. This research focuses on how to utilize gamification design strategies to enhance the attractiveness of virtual exhibitions.
Gamification, the integration of game elements into non-gaming environments, has shown immense potential in areas like education, health management, and marketing. By combining the dimensions of the experience economy – aesthetic, entertainment, educational, and escapist – with gamification theory and methods, this study innovatively proposes design strategies for virtual exhibitions. These strategies integrate MDA game design principles and fictional concepts into exhibits, environments, mediators, and exhibition activities, delivering captivating experiences.
Based on these design strategies, this study designed and developed a virtual exhibition themed on aerospace and summarized a complete set of gamification design processes for virtual exhibitions. Subsequently, a user test was conducted using this aerospace virtual exhibition prototype, comprehensively assessing it from the four dimensions of the experience economy using a user experience scale. The test results indicate that the application of gamification design strategies in the aerospace virtual exhibition enhances the attractiveness of the experience, validating the theoretical value and practical significance of this research.
第1章 引言
1.1 研究背景
1.2 研究问题与意义
1.3 研究方法
1.4 论文框架
第2章 虚拟展馆的相关研究概述
2.1 虚拟展馆的定义
2.2 虚拟展馆的起源
2.3 虚拟展馆的学术研究
2.3.1 虚拟展馆的技术研究
2.3.2 虚拟展馆的体验研究
2.4 本章小结
第3章 游戏化虚拟展馆体验设计策略
3.1理论基础
3.1.1 四维体验理论
3.1.2 游戏化理论
3.1.3 虚拟展馆体验设计切入点
3.2 设计策略
3.2.1 基于展品的设计策略
3.2.2 基于中介物的设计策略
3.2.3 基于环境的设计策略
3.2.4 基于展馆活动的设计策略
3.2.5 设计策略总结
3.3 设计案例分析
3.3.1 上海科技馆的《消失的科博士》
3.3.2 上海天文馆的《星火之旅》
3.4 本章小结
第4章 游戏化虚拟展馆体验设计实践
4.1 实践背景
4.2 设计策略的应用
4.2.1 展品信息筛选整理
4.2.2 展馆的游戏虚构设计
4.2.3 展馆的游戏机制设计
4.2.4 展馆的中介物设计
4.3 技术路线
4.3.1 概念设计与资产制作
4.3.2 引擎内实现
4.4 最终效果
4.5 本章小结
第5章 游戏化虚拟展馆体验设计的用户测试
5.1 测试介绍
5.1.1 测试目的
5.1.2 测试方法
5.1.3 测试流程
5.2 测试结果
5.2.1 用户体验量表结果
5.2.2 四维体验量表结果
5.2.3 观察与访谈结果
5.3 分析与总结
5.3.1 测试结果分析
5.3.2 设计经验总结
5.4 本章小结
第6章 总结与展望
6.1 研究成果总结
6.2 未来展望
参考文献
附录A 四维体验量表
附录B 用户体验量表(UEQ)
附录C 访谈大纲
设计文本
致谢
个人简历、在读期间发表的学术成果