中文题名: | 红色历史共情的VR游戏设计与效果检验研究 ——以“七七事变”为例 |
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保密级别: | 公开 |
论文语种: | chi |
学科代码: | 135105 |
学科专业: | |
学生类型: | 硕士 |
学位: | 艺术硕士 |
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学位年度: | 2024 |
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研究方向: | 功能游戏 |
第一导师姓名: | |
第一导师单位: | |
提交日期: | 2024-06-18 |
答辩日期: | 2024-05-23 |
外文题名: | Research on VR Game Design and Effectiveness Test of Red History Empathy --Taking the “July 7th Incident” as an Example |
中文关键词: | |
外文关键词: | Historical empathy ; VR games ; PLR research methods ; Red culture |
中文摘要: |
青年群体对红色文化的共情事关他们对中国共产党形塑的革命精神的认同。青年群体在红色历史共情方面所面临的最大挑战,源自于代际断层所引发的文化断层现象,这种现象常被称作“历史不在场”。对于成长在和平年代的青年而言,他们难以深刻体会革命斗争时期所铸就的红色精神。仅仅依赖传统的知识输入渠道和单向教育方式,很难有效激发他们的共情能力,甚至可能引发他们的抵触心理。因此,如何打破这一困境,使青年群体能够更深入地理解和感受红色历史,形成沉浸式体验,成为了一个亟待解决的问题。 相较于传统的文学、影视等共情载体,VR技术可以使玩家身临其境地置身于特定革命历史环境中,获得前所未有的沉浸感和体验感。这种主动参与、自我建构的方式,使得玩家能够更深入地认知和共情红色历史。 因此,指向红色历史共情能力培养与提升的VR游戏设计研究,成为了“用好红色资源,赓续红色血脉”的重要载体。本研究采用PLR(实践导向研究)方法,通过三个步骤来展开研究。 首先,基于历史共情实现机制,深入分析如何设计VR游戏元素以提升用户的红色历史共情能力。通过对历史共情理论的梳理和实践案例的分析,形成一套设计原则,并构建出红色历史共情VR游戏设计框架(HEVR)。这一框架指导着后续游戏开发,即如何有效地运用VR技术来营造历史场景、塑造历史人物、设计游戏任务等,以达到提升玩家红色历史共情能力的目的。 其次,基于HEVR设计框架,本研究以“七七事变”为例,开发出一款VR游戏实例。通过游戏剧情策划、游戏角色和场景设计、游戏规则和任务制定等,让玩家在游戏中能够感受特定历史时代的氛围,深刻体悟人物情感。同时,强化游戏的互动性和体验性,使玩家能够在游戏中与历史人物进行互动、虚拟参与历史事件,从而更深入地理解和共情红色历史。 最后,将自主开发的游戏实例作为干预材料进行对照组实验,以检验HEVR设计框架的有效性。通过对比实验组和对照组在游戏前后红色历史共情能力的变化,评估HEVR设计框架在指导设计实践中的实际效果。同时,本研究还对实验过程中收集到的数据进行较为深入地分析和解读,以进一步完善和优化HEVR设计框架。 通过运用VR技术和PLR研究方法,本研究期望助力打破代际断层带来的文化断层现象,让青年群体更深入地了解、感受与共情红色历史,尝试探索出一种有效的VR游戏设计方法,有效培养与提升青年群体的红色历史共情能力,深化他们对中国革命文化的认知和理解,激发他们的爱国情怀和民族精神,凝心聚力,推进社会主义现代化建设。 |
外文摘要: |
Young people's empathy for red culture is related to their identification with the revolutionary spirit shaped by the Communist Party of China (CPC). The biggest challenge faced by young people in empathizing with the red history stems from the phenomenon of cultural disconnection caused by intergenerational faults, which is often referred to as “historical alibi”. For young people growing up in a peaceful era, it is difficult for them to deeply appreciate the red spirit forged during the revolutionary struggle. Relying only on traditional knowledge input channels and one-way education methods, it is difficult to effectively stimulate their empathy and may even trigger their resistance. Therefore, how to break this dilemma, so that the youth group can understand and feel the red history more deeply, forming an immersive experience, has become an urgent problem to be solved. Compared with traditional literature, film and television and other empathic carriers, VR technology can enable players to immerse themselves in a specific revolutionary historical environment and gain an unprecedented sense of immersion and experience. This active participation and self-construction enables players to recognize and empathize with red history more deeply. Therefore, VR game design research pointing to the cultivation and enhancement of the ability to empathize with red history has become an important carrier for “making good use of red resources and continuing the red bloodline”. This study adopts the PLR (practice-oriented research) methodology to carry out the research through three steps. First, based on the mechanism of historical empathy, we analyze how to design VR game elements to enhance users' ability of red historical empathy. Through sorting out the theory of historical empathy and analyzing practical cases, a set of design principles is formed and a framework for designing red historical empathy VR games (HEVR) is constructed. This framework guides the subsequent game development, i.e., how to effectively utilize VR technology to create historical scenes, portray historical characters, and design game tasks, etc., in order to achieve the purpose of enhancing players' red historical empathy ability. Second, based on the HEVR design framework, this study develops a VR game example using the “July 7th Incident” as an example. Through the planning of the game plot, the design of game characters and scenes, and the formulation of game rules and tasks, players can feel the atmosphere of a specific historical era and deeply understand the emotions of characters in the game. At the same time, the interactive and experiential nature of the game is strengthened so that players can interact with historical characters and participate in historical events virtually in the game, thus understanding and empathizing with the red history in a deeper way. Finally, the self-developed game examples were used as intervention materials for the control group experiment to test the effectiveness of the HEVR design framework. The actual effectiveness of the HEVR design framework in guiding design practice was assessed by comparing the changes in the red history empathy abilities of the experimental and control groups before and after the game. At the same time, this study also analyzes and interprets the data collected during the experimental process in a more in-depth manner in order to further improve and optimize the HEVR design framework. Through the use of VR technology and PLR research methodology, this study expects to help break the cultural fault phenomenon brought about by the intergenerational fault line, let the youth group understand, feel and empathize with the red history in a more in-depth manner, try to explore an effective method of VR game design, effectively cultivate and enhance the ability of the youth group's empathy for the red history, deepen their cognition and understanding of China's revolutionary culture, inspire their patriotic sentiment and national spirit, and unite the hearts and minds of the people, so as to improve the quality of the game design. national spirit, and to unite their hearts and efforts to promote the construction of socialist modernization. |
参考文献总数: | 87 |
馆藏号: | 硕135105/24004 |
开放日期: | 2025-06-18 |