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历史文化街区游戏化体验中的真实性研究——以成都宽窄巷子实景剧本杀为例

RESEARCH ON THE AUTHENTICITY OF GAMIFICATION EXPERIENCE IN HISTORICAL AND CULTURAL DISTRICTS:A CASE STUDY OF THE RPG IN KUANZHAI ALLEY,CHENGDU

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【作者】 张敏赵祎璇

【Author】 ZHANG Min;ZHAO Yi-xuan;School of Architecture and Urban Planning, Nanjing University;Shanghai Pudong Properties CO.,LTD;

【通讯作者】 赵祎璇;

【机构】 南京大学建筑与城市规划学院上海市浦东开发(集团)有限公司

【摘要】 实景剧本杀游戏在空间、时间和社会维度上不断扩展,能否带来体验的真实性是历史文化街区保护利用中面临的重要挑战。本文借用游戏化概念,基于后现代主义的真实性理论,构建“多维混合真实性”模型,以成都宽窄巷子实景剧本杀为例,通过访谈、参与式观察、网络文本收集等方式,从物质、时间、空间、自我与关系等维度解读真实性体验的复杂性。研究表明:(1)历史文化街区的游戏化使得参与者对真实性的感知具有主客混合、真假交织的特征;(2)游戏化通过构建人与地方的互动调和了真实性感知。本研究解析游戏化对传统文化空间真实性的重构,一定程度上拓展了真实性理论的“主客”与“真假”内涵,为历史街区的保护利用如何适应新消费动态提供新的见解。

【Abstract】 Driven by digital media technology and game industry since the 21st century, games have been expanding in space, time and social dimensions, and the boundaries between them and people’s daily life have become increasingly blurred. This article borrows the concept of gamification, based on the post-modern authenticity, five dimensions of game involvement/immersion and five aspects of user experience, to construct a ’multidimensional mixed authenticity model’. Taking the RPG of Chengdu Kuanzhai Alley as an example, a qualitative research method is adopted to interpret the complexity of local authenticity experience from the dimensions of material, temporal, spatial, self, and relationship through interviews, participatory observation,online text collection, and other methods. Research has shown that: 1) The gamification of historical and cultural districts gives participants a mixed perception of subjective and objective with authenticity and nonauthenticity; 2) Gamification harmonizes the perception of authenticity by constructing interactions between people and places: in the material and temporal dimensions, the spatialization of game narrative promotes the rationalization of non-realistic elements in the game world; In the dimensions of self and relationship, the localization of game settings enhances the fault tolerance of non-real elements in the real world; And ultimately connected the perception of authenticity between the real world and the gaming world through embodied practice in the spatial dimension.

【基金】 国家自然科学基金项目(42271230)
  • 【分类号】G898;K901
  • 【下载频次】305
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