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系統識別號 U0026-1808202023172000
論文名稱(中文) 在博物館中的探險旅程-由博物館敘事探討遊戲式學習之訪客體驗
論文名稱(英文) Adventure Journey in the Museum- Exploring Visitor Experience in Game-based Learning through the Concept of Museum Storytelling
校院名稱 成功大學
系所名稱(中) 創意產業設計研究所
系所名稱(英) Institute of Creative Industries Design
學年度 108
學期 2
出版年 109
研究生(中文) 楊振興
研究生(英文) Chen-Hsing Yang
學號 PA6071012
學位類別 碩士
語文別 英文
論文頁數 186頁
口試委員 口試委員-張瑜倩
口試委員-楊佳翰
指導教授-林蕙玟
中文關鍵字 實境遊戲  遊戲式學習  博物館教育  寓教於樂  跨媒體敘事  訪客體驗 
英文關鍵字 Alternate Reality Game  Game-based Learning  Museum Education  Edutainment  Transmedia Storytelling  Visitor Experience 
學科別分類
中文摘要 博物館作為非制式教育場域,在歷經多次轉型後,從最初單純的收藏展示及公眾教育到現今體驗經濟的影響,博物館也成為觀光旅遊業重要的一部分,開始導入個人化或客製化的服務,從「物品為中心」轉移到「以觀眾為中心」,希望透過多元化的互動,用不同的角度及思考模式刺激觀眾擁有獨特的感官及沈浸體驗。

遊戲式學習是博物館吸引大眾的策略之一,將學習理論融合遊戲設計的娛樂元素帶來有效的學習。其中實境遊戲成為近年來博物館發展遊戲式學習的趨勢,透過遊戲式學習的優點加上跨媒體敘事的互動方式,將博物館的真實性轉譯為遊戲故事,進而傳達博物館核心的理念。觀眾透過遊戲故事的體驗及角色代入感在博物館的空間與展品互動、參與解謎破關,將遊戲的過程化為主動學習的動機。

而敘事方式的不同成了其中影響博物館訊息及知識傳遞的關鍵,因此本研究以台灣的奇美博物館-穹頂計畫及國立人權博物館-為匪宣傳實境遊戲作為案例研究,前者為虛構故事作為串連遊戲的核心; 後者則是以真實歷史作為遊戲背景在事件的歷史場域中互動學習。藉由案例分析及專家訪談,探究博物館跨媒體敘事的建構及發展,另一方面利用參與式觀察及深度訪談,近一步分析博物館跨媒體敘事對遊客體驗帶來的影響。
英文摘要 As an informal education environment, museums have transformed from the original purpose of collection, display, and education, to becoming a part of the current experience economy and playing an essential role in the tourism industry. As a result, museums have begun to move their focus from "object-oriented" to "visitor-oriented" using different methods and perspectives to stimulate visitors’ learning motivations such as unique, sensory and immersive experiences.

Game-based learning is one of the strategies museums can use to attract visitors, and it brings effective learning by integrating learning theory with the entertainment elements of game design. As such, alternate reality games (ARGs) are part of the trend for museums to develop game-based learning. Through the advantages of game-based learning and transmedia storytelling, the museum's authenticity is translated into game stories, and the core educational purpose of the museum is conveyed.

Different methods of storytelling have different impacts on visitors to receive the message and knowledge from the museum. Therefore, this study takes two ARGs: Chimei Museum’s “The Myth of Allegories” and National Human Rights Museum’s “Guilty” as case studies. The first ARG is based on a core fictional story, while the second is based on a nonfictional story played in the memorial park where the historical events really took place. Through case analysis and expert interviews, this paper explores the methods and development of museum transmedia storytelling; moreover, participant observation and in-depth interviews with visitors were used to examine the impact of museum storytelling on the visitor experience.
論文目次 中文摘要 I
Abstract II
Table of Content IV
List of Figures VII
List of Tables VIII
Chapter 1: Introduction 1
1.1 Research Background 1
1.2 Research Motivation 4
1.3 Research Objectives and Questions 5
1.4 Case Description 7
Chapter 2: Literature Review 10
2.1 Museum as an informal learning place: From Education to Entertainment 11
2.1.1 Museum Education: Free-choice learning 12
2.1.2 Edutainment in Museums 14
2.1.3 Game-based Learning in Museums 16
2.2 Museum Visitor Engagement 19
2.2.1 Museum Visitor Experience 20
2.3 Transmedia Storytelling 24
2.3.1 Storytelling in Museum 27
2.3.2 Learning through Transmedia Storytelling 28
2.3.3 The Concept of Alternate Reality Games 29
2.3.3.1 Storytelling in ARGs: Fictional and Non-fictional stories 32
Chapter 3: Research Design and Methods 34
3.1 Research Design 34
3.1.1 Research Process 34
3.2 Research Methods 37
3.2.1 Case Study 37
3.2.2 In-depth Interviews 38
3.2.3 Participant Observation 40
3.3 Research Case 40
3.3.1 Case Study I: Chimei Museum, Taiwan - The Myth of Allegories 40
3.3.2 Case Study II: National Human Rights Museum, Taiwan - Guilty 43
Chapter 4: Data Analysis 46
4.1 Data Collection 46
4.2 In-depth Interview with Experts from Different Perspectives 49
4.2.1 Interview with ARG Planner- Museum’s Perspective 49
4.2.1.1 Interview Analysis with Aut.1 51
4.2.1.2 Interview Analysis with Aut.2 55
4.2.2 Interview with ARG Designer - Studio’s Perspective 58
4.2.2.1 Interview Analysis with Pvt.1 59
4.2.2.2 Interview Analysis with Pvt.2 61
4.2.2.3 Interview Analysis with Pvt.3 63
4.3 Participant Observation of ARGs Held by Different Museums 65
4.3.1 Participant Observation- The Myth of Allegories 65
4.3.2 Participant Observation- Guilty 71
4.4 In-depth Interview with ARG Participants - Visitors’ perspective 76
4.4.1 Interview Analysis with Participants 78
4.5 Relationship between the Museum, Game Design Studio, and Audience 82
4.6 Cooperation Process of ARGs - Planning and Design 83
4.6.1 Type A - Appointed 83
4.6.2 Type B - Tendering 86
4.6.3 The Operation of Museum Game-based Learning Activity 87
4.7 The Use of Transmedia Channels in Museum ARGs 89
4.8 Integrated Analysis of Interview Transcript 91
Chapter 5: Discussion and Conclusion 95
5.1 Findings & Discussion 95
5.1.1 The Museum Alternate Reality Performance Model 95
5.1.2 The 4E Map of Museum Storytelling 98
5.2 Museum ARG Indicator 101
5.3 Suggestions 107
5.4 Conclusion 110
5.5 Research Limitations and Suggestions for Future Research 112
Reference 113
Appendix 120
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