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作 者:邓又溪 柴秋霞 DENG You-xi;CHAI Qiu-xia(Department of Cultural Heritage and Museology,Fudan University,Shanghai,200433)
出 处:《东南文化》2024年第4期140-147,共8页Southeast Culture
基 金:国家社会科学基金重大项目“当代新兴增强技术前沿的人文主义哲学研究”(20&ZD045)阶段性研究成果。
摘 要:在数字时代,注意力资源走向短缺,博物馆与观众的关系已经超越了“以观众为中心”的指涉,需要重新定位与再组织。当前观众具有主动性更强、情绪需求更高和深度注意下降的特点,博物馆需借助游戏元素与激励机制,激发观众的主动参与意识,从吸引观众注意迈向引导观众自发求知。博物馆首先应明确以创造观众与观众、观众与空间的情感联结为游戏化目标,向知识守门者的实践角色演进,要加强把关和引导观众主动反馈,以多主体协作来进行游戏化实践。In the digital age,the knowledge are now abundant,while attention has become increasingly limited.Consequently,the relationship between museums and their audience needs to move beyond the tradi-tional“audience-centered”model and be redefined and reorganized.Today's audience are more proactive,have higher emotional needs,and exhibit decreased deep attention.Gamification provides an effective ap-proach for museums to encourage active audience participation,turning the capture of audience attention in-to their self-motivated learning.Museums should aim to create connections among audiences and between audiences and spaces,expand their role from a mere knowledge provider to a knowledge practitioner,guide audience feedbacks and engagement,and promote collaborative efforts.
分 类 号:G260[历史地理—考古学及博物馆学]
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