Gamification of virtual museum curation: a case study of Chinese bronze wares

Abstract Museums, which are among the most popular science institutions outside schools, are usually used to display and introduce historical culture and cultural relics to tourists. Text and audio explanations are used by traditional museums to popularize historical knowledge and science for tourists, and general interactive systems are based on desktops. This learning method is relatively boring in terms of experience. As a result, tourists have no desire or interest in actively exploring and learning about bronze ware, so they only have a basic understanding about bronze ware. Since most tourists are familiar with games, they are more likely to be attracted by game content and will actively explore and interact with it. In addition, a certain degree of reality is created by virtual reality technology and an immersive experience through head-mounted devices is provided to users. In this paper, we take Chinese bronzes as the research objects. We first use 3D laser scanners to obtain bronze models ; then, we build a virtual museum environment, and we finally design a virtual reality curation game based on this bronze digital museum. This game offers visitors an immersive museum roaming and bronze ware interactive experience. Through a combination of text, video learning, and games, visitors’ curiosity and desire to explore bronze ware are stimulated, and their understanding and ability to remember bronze ware knowledge can be deepened. In terms of cultural heritage, this game is also conducive to the spread of traditional Chinese bronze culture throughout the world.

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Publication Details

Journal
Heritage Science
Published
2024-10-07
DOI
https://doi.org/10.1186/s40494-024-01464-2
Citations
13
Primary Topic
Educational Games and Gamification
Type
article
Field-Weighted Citation Impact
10.28

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article

Gamification of virtual museum curation: a case study of Chinese bronze wares

Jiayue Xu, Qian Zhang, Chuntao Li, Z. Li et al.
13 citations
Heritage Science
Educational Games and Gamification
10.28
article

Gamification of virtual museum curation: a case study of Chinese bronze wares

Jiayue Xu, Qian Zhang, Chuntao Li, Z. Li, Xi Yang
article en
13 citations

Abstract

Abstract Museums, which are among the most popular science institutions outside schools, are usually used to display and introduce historical culture and cultural relics to tourists. Text and audio explanations are used by traditional museums to popularize historical knowledge and science for tourists, and general interactive systems are based on desktops. This learning method is relatively boring in terms of experience. As a result, tourists have no desire or interest in actively exploring and learning about bronze ware, so they only have a basic understanding about bronze ware. Since most tourists are familiar with games, they are more likely to be attracted by game content and will actively explore and interact with it. In addition, a certain degree of reality is created by virtual reality technology and an immersive experience through head-mounted devices is provided to users. In this paper, we take Chinese bronzes as the research objects. We first use 3D laser scanners to obtain bronze models ; then, we build a virtual museum environment, and we finally design a virtual reality curation game based on this bronze digital museum. This game offers visitors an immersive museum roaming and bronze ware interactive experience. Through a combination of text, video learning, and games, visitors’ curiosity and desire to explore bronze ware are stimulated, and their understanding and ability to remember bronze ware knowledge can be deepened. In terms of cultural heritage, this game is also conducive to the spread of traditional Chinese bronze culture throughout the world.

Heritage ScienceVol. 12(1)
Jilin University (CN), Jilin Academy of Agricultural Machinery (CN)
Jilin University, National Social Science Fund of China
Sustainable cities and communities
Openalex Percentile: Top 1%
Educational Games and Gamification
10.28
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