严肃游戏视角下馆藏红色档案资源数字化传播模型构建与创新策略OA
The Model Construction and Innovative Strategies for Digital Dissemination of Red Archival Resources in Museum Collections from the Perspective of Serious Games
随着红色文化传播需求的升级与数字技术的发展,馆藏红色档案的数字化利用逐步从静态展示走向交互参与.严肃游戏作为融合教育属性与交互机制的数字媒介,为红色档案的传播提供了沉浸式、体验化的新路径.本文基于具身认知、互动数字叙事与文化认同等理论,提出"历史记忆—游戏机制—文化认同"三元模型,尝试构建红色档案内容转译、机制表达与认同生成的传播闭环.通过问卷调查数据分析,验证用户对历史记忆、游戏机制与文化认同形成的真实反馈,印证模型的现实适配性与结构逻辑.最后提出内容构建、机制转化、文化认同三位一体的传播策略,并指出实践过程中面临的诸多挑战.研究认为,红色档案的游戏化传播应坚持历史真实性与用户体验并重,提升认知共情与文化传播力,为构建新时代红色文化数字生态提供理论支撑与实践路径.
With the upgrading of red culture dissemination needs and the development of digital technology,the digital utilization of red archives in the collection has gradually moved from static display to interactive participation.As a digital medium integrating educational attributes and interactive mechanisms,serious games provide a new path of immersion and experience for the dissemination of red archives.Based on the theories of embodied cognition,interactive digital narrative and cultural identity,this thesis proposes a ternary model of"historical memory-game mechanism-cultural identity",and tries to build a closed loop of communication of red archives in terms of content translation,mechanism expression and identity generation.Through the questionnaire data analysis,we verify the users'real feedback on the formation of historical memory,game mechanism and cultural identity,which confirms the model's realistic adaptability and structural logic.Finally,the study proposes a three-in-one communicate strategy of content construction,mechanism transformation and cultural identity,and points out the many challenges faced in the process of practice.The study concludes that the gamification communication of red archives should adhere to historical authenticity and user experience,enhance cognitive empathy and cultural communication power,and provide theoretical support and practical paths for the construction of digital ecology of red culture in the new era.
陶贤都;陈雨洁
湖南大学湖南大学
红色档案严肃游戏互动数字叙事文化认同
red archiveserious gamesinteractive digital narrativescultural identity
《科学教育与博物馆》 2026 (2)
39-50,12
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