The Model and Application of the Serious Game for Cultural Heritage Education: A Case Study of Kuliang, China

Serious games (SGs) based on digital heritage information have been a hot topic in the field of cultural heritage and digital technology in recent years. The SGs combine the content of entertainment, information, and education, which have been widely used in some museums and cultural sites in Western countries. The challenge is how to balance the “entertainment” part and the “education” part during the development stage, and how to spread the historical knowledge in a friendly manner. This paper takes some SGs, such as The Emperor’s Day (launched by the Palace Museum of China) and Father and Son (developed by the National Archaeological Museum of Naples, Italy) as examples, and analyzes them in terms of their informational content, communication mode, user-interface design, and their implementation of the interactive experience. Based on the case study, the basic framework of the conception, design, and evaluation of SGs has been summarized. Furthermore, the paper discusses the extraction of cultural heritage information, the setting of puzzles and clues, the possibility of participation, the way to present knowledge points, and other key elements related to heritage education. Finally, taking the “Life on the Mountain Museum”—a historical building and research base in Kuliang, Fuzhou—as an example, the feasibility and potential of applying SGs to online and offline educational activities is discussed.

Authors

Institutions

Publication Details

Journal
Education for Information
Published
2025-03-11
DOI
https://doi.org/10.1177/01678329251323449
Primary Topic
Educational Games and Gamification
Type
article
Field-Weighted Citation Impact
0.00
Controls
|||
ALL TIME
JAN
FEB
MAR
APR
MAY
JUN
JUL
AUG
SEP
OCT
article

The Model and Application of the Serious Game for Cultural Heritage Education: A Case Study of Kuliang, China

Jinjin Guan, Tianyi Zhou, Yinan Lin
Education for Information
Educational Games and Gamification
article

The Model and Application of the Serious Game for Cultural Heritage Education: A Case Study of Kuliang, China

Jinjin Guan, Tianyi Zhou, Yinan Lin
article en

Abstract

Serious games (SGs) based on digital heritage information have been a hot topic in the field of cultural heritage and digital technology in recent years. The SGs combine the content of entertainment, information, and education, which have been widely used in some museums and cultural sites in Western countries. The challenge is how to balance the “entertainment” part and the “education” part during the development stage, and how to spread the historical knowledge in a friendly manner. This paper takes some SGs, such as The Emperor’s Day (launched by the Palace Museum of China) and Father and Son (developed by the National Archaeological Museum of Naples, Italy) as examples, and analyzes them in terms of their informational content, communication mode, user-interface design, and their implementation of the interactive experience. Based on the case study, the basic framework of the conception, design, and evaluation of SGs has been summarized. Furthermore, the paper discusses the extraction of cultural heritage information, the setting of puzzles and clues, the possibility of participation, the way to present knowledge points, and other key elements related to heritage education. Finally, taking the “Life on the Mountain Museum”—a historical building and research base in Kuliang, Fuzhou—as an example, the feasibility and potential of applying SGs to online and offline educational activities is discussed.

Education for InformationVol. 41(2)
East China University of Science and Technology (CN)
Sustainable cities and communities
Openalex Percentile: Top 24%
Educational Games and Gamification
AI Navigator

Ask Laika to Summarize, Analyze, and Connect papers live on the map.

Summarize Papers & Methodologies

Extract key findings, datasets, and comparative methods across publications.

Benchmark Rankings & Visual Analytics

Rank top research institutions, authors, funders, topics, and journals by Field-Weighted Citation Impact (FWCI) and paper volume with instant charts.

Connect Distant Disciplines

Bridge topological clusters on the map to find hidden collaborative intersections.