| 徐孝娟,王茜娅,吴曼丽,赵泽瑞,宋小康.文化遗产数字叙事项目用户体验影响因素研究——游戏化叙事与认知风格的双重影响[J].数字图书馆论坛,2026,22(5):48~61 |
| 文化遗产数字叙事项目用户体验影响因素研究——游戏化叙事与认知风格的双重影响 |
| Research on Factors Influencing User Experience in the Digital Narrative Projects for Cultural Heritage:The Dual Effects of Gamified Narrative and Cognitive Style |
| 投稿时间:2026-04-03 |
| DOI:10.3772/j.issn.1673–2286.2026.05.005 |
| 中文关键词: 文化遗产;数字叙事;游戏化;用户体验;认知风格 |
| 英文关键词: Cultural Heritage; Digital Narrative; Gamification; User Experience; Cognitive Styles |
| 基金项目:本研究得到国家社会科学基金一般项目“价值共创视角下文化遗产领域的数字叙事影响机理及体验优化研究”(编号:24BTQ065)资助。 |
| 作者 | 单位 | | 徐孝娟 | 安徽大学管理学院 | | 王茜娅 | 安徽大学管理学院 | | 吴曼丽 | 华中科技大学新闻与信息传播学院 | | 赵泽瑞 | 四川大学公共管理学院 | | 宋小康 | 徐州医科大学管理学院 |
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| 中文摘要: |
| 随着数字技术驱动文化遗产数字叙事的快速迭代,游戏化交互作为典型技术赋能手段被广泛应用,如何在技术赋能与用户认知之间寻求动态平衡,已成为提升文化遗产数字叙事项目用户体验的核心关切。本研究引入认知风格理论,并采用实验法,分别选取“数字敦煌”项目和云冈石窟数字化项目作为游戏化/非游戏化叙事的实验材料,借助眼动追踪技术及问卷调查协同获取研究变量的多模态数据,探究认知风格(场依存型/场独立型)调节下游戏化/非游戏化叙事对用户体验的差异化影响。研究发现:直接效应上,相比于非游戏化叙事,游戏化叙事显著提升用户乐学感、感知有效性,但显著降低了用户感知高效性;调节效应上,认知风格显著调节游戏化/非游戏化叙事对乐学感、感知有效性感知易学性的影响,但对用户沉浸感和感知高效性的调节作用不显著。在此基础上,本研究从三方面提出优化文化遗产数字叙事项目的建议,可为文化遗产叙事项目的适应性设计与用户体验优化提供参考依据。 |
| 英文摘要: |
| The rapid evolution of digital technologies has driven the iterative development of cultural heritage digital narratives. Gamified interaction has been widely adopted as a quintessential technology-empowered approach. Achieving a dynamic equilibrium between technological affordances and users’cognitive reception remains critical for optimizing experience in cultural heritage digital narrative projects. Drawing on cognitive style theory, this study employed an experimental method. The “Digital Dunhuang” project and the Yungang Grottoes digitization project were selected as experimental materials representing gamified and non-gamified narratives, respectively. Eye-tracking data and questionnaire responses were jointly collected as multi-modal
measurements of the research variables. This study aimed to examine the differential effects of gamified versus non-gamified narratives on user experience, with cognitive style (field-dependent versus field-independent) as a moderator. The results revealed two main findings. First, regarding direct effects, gamified narratives significantly enhanced users’ perceived enjoyment and perceived effectiveness, yet significantly reduced perceived efficiency compared with nongamified narratives. Second, regarding moderating effects, cognitive style significantly moderated the impacts of narrative type on perceived enjoyment, perceived effectiveness, and perceived ease of learning. However, the moderating effects on user immersion and perceived efficiency were non-significant. Based on these findings, this study proposes tripartite optimization strategies for cultural heritage digital narrative projects. These results provide theoretical and practical guidance for the adaptive design and user experience optimization of digital heritage narratives. |
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