A Serious Games Perspective for Virtual Interactive Exhibition: A Case Study of the Bronze Age of Yunnan Exhibition at Yunnan Provincial Museum
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Abstract
Background and Aim: This study examines how virtual interactive exhibitions can be effectively narrated through serious games to enhance audience engagement and cultural understanding. It focuses on the integration of plot, character, setting, theme, and narrative perspective as key narrative elements in digital museum experiences. Using the Bronze Age of Yunnan Exhibition at the Yunnan Provincial Museum as a case study, the research analyzes how serious game-based narrative strategies can support more immersive and meaningful virtual exhibitions. The study also aims to design an application that combines serious games with virtual exhibition practices, thereby validating the effectiveness of this approach and demonstrating its potential for wider application in museum education and digital cultural heritage communication.
Materials and Methods: This study adopted a mixed-methods research design, combining both quantitative and qualitative approaches. For the quantitative component, data were collected from visitors to the Yunnan Provincial Museum through an online questionnaire survey. The questionnaire was used to examine visitors’ perceptions of engagement, cultural comprehension, and learning experience in relation to serious game-based virtual exhibitions. For the qualitative component, semi-structured interviews were conducted with five key informants, including one staff member from the Yunnan Provincial Museum, two university professors, one virtual interactive display designer, and one virtual interactive application designer. Interview data were collected using an interview form and analyzed descriptively to summarize expert perspectives on narrative design, technological feasibility, and museum application value.
Results: The findings demonstrate that narrative serious game-based virtual interactive displays can significantly improve the effectiveness of museum exhibitions. In the Bronze Age of Yunnan Exhibition, the application of serious game elements increased audience engagement by 42% and improved cultural comprehension scores by 35% compared with traditional virtual exhibition formats. The results indicate that serious games can transform cultural relic displays from static presentation into dynamic, exploratory, and participatory learning experiences. By guiding audiences through structured narratives and interactive tasks, this approach encourages active learning, deepens cultural memory, and strengthens emotional connection with cultural heritage. The study also confirms that serious game-based virtual exhibitions provide an innovative model for digital heritage education and offer practical value for future museum exhibition design.
Conclusion: This study verifies that integrating serious games into virtual interactive exhibitions can enhance audience engagement, improve cultural comprehension, and support the digital transformation of museums. Through interdisciplinary prototype design and empirical evaluation, the research proposes an innovative exhibition model that combines narrative structure, game interaction, and cultural education. This model has strong potential for application in digital cultural heritage communication and museum-based learning. However, the study also has certain limitations, including methodological constraints, a relatively limited sample, and possible response bias. Future research should expand the sample size, involve more museums and exhibition themes, and further refine the application design to improve generalizability and practical effectiveness.
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