An Analysis on User Needs for the Design of Liaocheng Canal’s ICH Serious Game

Authors

  • Ran Xu
  • Jasni Dolah School of Media and Technology, Liaocheng University, Shandong, China

DOI:

https://doi.org/10.22399/ijcesen.979

Keywords:

Grand Canal, Liaocheng, intangible cultural heritage, serious games, user needs, design preference

Abstract

The Liaocheng section of the Grand Canal is rich in intangible cultural heritage (ICH), but many local young people do not know about them. The main reason for this problem is that the way of displaying and disseminating Canal ICH is too traditional, lacks a sense of the times and participatory, and cannot satisfy the needs and aesthetics of young people. With the development of digital technology, serious games bring new opportunities to spread and learn ICH. However, ICH serious games in the current Chinese market face the problems of lack of user engagement and low user satisfaction. It becomes especially important to analyze user needs before game design and development. The purpose of this study is to collect users' requirements for the design of Liaocheng Canal's ICH Serious Game in order to determine the design strategy of this game. The study adopted a quantitative approach, using online questionnaires to survey users' design preferences for the game in four aspects: learning, storytelling, gameplay, and user experience. The results of this study show the prioritization of users' needs for each layer and element of the game, providing targeted insights for future development, as well as clarifying core needs and providing new design ideas and references for other ICH serious game developers.

 

References

Yan C. 82020). The Active Protection and Utilization of Intangible Cultural Heritage of the Grand Canal. Journal of Hainan Normal University (Social Sciences). 33(3):136–140. doi: 10.16061/j.cnki.cn46-1076/c.2020.03.020.

Zheng M. (2018). Preservation of Canal Cultural Heritage in Liaocheng. China Ancient City. 10:93–96.

Xu Q. and Wang Y. (2018). Cultural Heritage of the Grand Canal (Shandong Section) and its Live Protection. Theory Journal. 6:160–168. doi: 10.14110/j.cnki.cn-37-1059/d.2018.06.023.

Sun J. and Yan Y. (2021). Current Situation and Countermeasures of Residents’ View of Canal Culture along Liaocheng Section of the Grand Canal. Time Report. 3:54–56.

Ge X. and Yan Y. (2021). Exploring the Protection Status and Development Strategy of Cultural Heritage of Liaocheng Section of the Grand Canal. Time Report. 4:63–65.

Li J. (2016). The Digital Protection and Communication for the Culture Heritage Resources of Wuxi Canal. Zhuang Shi. 8:132–133. doi: 10.16272/j.cnki.cn11-1392/j.2016.08.037.

QuestMobile 2024 Mobile Games Industry and Key Population Insights, QuestMobile Research Institute. [Online]. Available: https://www.questmobile.com.cn/research/report/1780065254895620098

R. N. Landers and R. C. Callan. (2011). Casual Social Games as Serious Games: The Psychology of Gamification in Undergraduate Education and Employee Training. In Serious Games and Edutainment Applications, M. Ma, A. Oikonomou, and L. C. Jain, Eds., London: Springer London. 399–423. doi: 10.1007/978-1-4471-2161-9_20.

D. R. Michael and S. L. Chen. (2024). Serious games: Games that educate, train, and inform. Muska & Lipman/Premier-Trade, 2005. Accessed: Jul. 13, 2024. [Online]. Available: https://dl.acm.org/doi/abs/10.5555/1051239

F. Laamarti, M. Eid, and A. El Saddik. (2014). An Overview of Serious Games. International Journal of Computer Games Technology. 2014:1–15. doi: 10.1155/2014/358152.

M. Mortara, C. E. Catalano, F. Bellotti, G. Fiucci, M. Houry-Panchetti, and P. Petridis. (2014). Learning cultural heritage by serious games. Journal of Cultural Heritage. 15(3):318–325. doi: 10.1016/j.culher.2013.04.004.

M. Ćosović and B. R. Brkić. (2019). Game-Based Learning in Museums—Cultural Heritage Applications. Information. 11(1):22. doi: 10.3390/info11010022.

V. Riemer and C. Schrader. (2015). Learning with quizzes, simulations, and adventures: Students’ attitudes, perceptions and intentions to learn with different types of serious games. Computers & Education. 88:160–168. doi: 10.1016/j.compedu.2015.05.003.

Sun H. and Ren Y. (2018). Analysis of strategies in the application of educational games in colleges and universities - the case of university students. Course Education Research. 15:34–36.

2022 China Functional Games Industry Report,” Social Value Research Center, China Game Industry Research Institute, 2022. [Online]. Available: https://www.21jingji.com/article/20230214/herald/52f5c07e12bee4a7ab2a2accb4984e2b.html

Lu Y. (2021). Research on Serious Game Design of Mobile Terminal Based on User Experience. DESIGN RESEARCH. 11(6):27–31.

P. Mao and D. M. Cho. (2024). Research on an evaluation rubric for promoting user’s continuous usage intention: a case study of serious games for Chinese cultural heritage. Front. Psychol. 15:1300686. doi: 10.3389/fpsyg.2024.1300686.

R. Dörner, S. Göbel, W. Effelsberg, and J. Wiemeyer. (2016). Eds., Serious Games. Cham: Springer International Publishing. doi: 10.1007/978-3-319-40612-1.

E. Johansson, D. Bergdahl, J. Bosch, and H. H. Olsson. (2015). Quantitative Requirements Prioritization from a Pre-development Perspective.In Software Process Improvement and Capability Determination. 526, T. Rout, R. V. O’Connor, and A. Dorling, Eds., In Communications in Computer and Information Science. 526. Cham: Springer International Publishing. 58–71. doi: 10.1007/978-3-319-19860-6_6.

M. Weerasekara, Å. B. Smedberg, G. Karunathilaka, and H. Sandmark. (2022). User needs gathering for the design of information and communications technology-supported occupational stress management intervention: A quantitative study. Digital Health. 8:205520762211277. doi: 10.1177/20552076221127778.

S. L. Holzmann, F. Dischl, H. Schäfer, G. Groh, H. Hauner, and C. Holzapfel. (2019). Digital Gaming for Nutritional Education: A Survey on Preferences, Motives, and Needs of Children and Adolescents. JMIR Form Res. 3(1):e10284. doi: 10.2196/10284.

Gao Y. (2024). Dissertation Submitted to Zhejiang Gongshang University for Master’s Degree of Design. master, Zhejiang Gongshang University. doi: 10.27462/d.cnki.ghzhc.2023.000525.

M. Carrión-Toro, M. Santorum, P. Acosta-Vargas, J. Aguilar, and M. Pérez. (2020). iPlus a User-Centered Methodology for Serious Games Design. Applied Sciences. 10(24):9007. doi: 10.3390/app10249007.

M. H. Phan, J. R. Keebler, and B. S. Chaparro. (2016). The Development and Validation of the Game User Experience Satisfaction Scale (GUESS). Hum Factors. 58(8):1217–1247. doi: 10.1177/0018720816669646.

Mai Y. (2025). The Development of Game User Experience Measurement Tool: A Factor Analysis and Item Response Theory Approach. Master, Tianjin Normal University. Accessed: Jan. 16, 2025. [Online]. Available: https://kns.cnki.net/kcms2/article/abstract?v=4d8R2eTuy_l90J-7wkXj_VMh19Z49VERwjy-qvHiy6Rsm5TKF8TB9ZdRfTuhHvPh_mPQRKcF-vPWtz9khafkQD_gyz9eOtWvNDYS-3rhg-gFJz8-paWUH8sWBHL9u8ihdh-awIxrwLc3kKHyHPi72VAfgOQvrxGo1aLUJA2NOCIwB0fKe6YEq8VVpQ089qG85y0Wqmv0edI=&uniplatform=NZKPT&language=CHS

Hao Y. (2023). A Study on Solar Term Application Game Design based on User Experience-Taking Solar Term Island Game as an Example. Master, East China University of Science and Technology. doi: 10.27148/d.cnki.ghagu.2021.000491.

R. Dörner, W. Effelsberg, S. Göbel, and J. Wiemeyer. (2016). Eds., Serious Games: Foundations, Concepts and Practice, 1st ed. 2016. Cham: Springer International Publishing : Imprint: Springer. doi: 10.1007/978-3-319-40612-1.

Huang Z. (2023). Serious Game Design Study for Pre-Pregnancy Education Based On Experience Hierarchy Theory. Master, Zhejiang Sci-Tech University. doi: 10.27786/d.cnki.gzjlg.2022.000054.

J. M. Cortina. (1993). What is coefficient alpha? An examination of theory and applications. Journal of applied psychology. 78(1):98.

Tang, Jinyu and Zhu, Xuefang. (2020). Shuzi feiyi chuancheng zhong yansu youxi xiangmu kaifa yu yingyong tantao[Discussion on Development and Application of Serious Game Projects in Transmitting Digital Intangible Cultural Heritage]. Library and Information Service. 64:35–45. doi: 10.13266/j.issn.0252-3116.2020.10.005.

Yang Y., Ji T., and Zhang D. (2020). Design and Application of Cultural Heritage in Serious Games. Packaging Engineering. 41(4):312–317. doi: 10.19554/j.cnki.1001-3563.2020.04.046.

T. Empler, A. Caldarone, and A. Fusinetti. (2024). Immersive Ro(o)me. A Virtual Reconstruction of Rome in 1750. In Beyond Digital Representation, A. Giordano, M. Russo, and R. Spallone, Eds., in Digital Innovations in Architecture, Engineering and Construction. , Cham: Springer Nature Switzerland. 639–656. doi: 10.1007/978-3-031-36155-5_41.

M. Han, Y. Ji, G. Lin, L. Liang, and S. Zhong. (2024). A Study on Gamification Design of Intangible Cultural Heritage Based on ARCS Theory. In Human-Computer Interaction. 14688, M. Kurosu and A. Hashizume, Eds., in Lecture Notes in Computer Science. 14688: 324–342. Cham: Springer Nature Switzerland. doi: 10.1007/978-3-031-60449-2_22.

A. Muminin, A. B. Sriwarno, and I. R. Mutiaz. (2021). Designing Games To Understand User Preferences Based Player-Centered Design of Indonesian National Heroes: presented at the ICON ARCCADE 2021: The 2nd International Conference on Art, Craft, Culture and Design (ICON-ARCCADE 2021), Bandung, Indonesia. doi: 10.2991/assehr.k.211228.046.

F. Vanoverschelde. (2019). No Story without a Backstory: The role and importance of the backstory in an augmented reality application for cultural heritage. In Proceedings of the 8th International Workshop on Narrative and Hypertext, Hof Germany: ACM. 1–3. doi: 10.1145/3345511.3349282.

Y. Hang, H. Wang, Z. Sang, R. Huang, and L. Ye. (2023). The impact of mixed reality serious games on mortise and tenon learning in college students. Computers & Education: X Reality. 3:100042. doi: 10.1016/j.cexr.2023.100042.

Downloads

Published

2025-02-19

How to Cite

Ran Xu, & Dolah, J. (2025). An Analysis on User Needs for the Design of Liaocheng Canal’s ICH Serious Game. International Journal of Computational and Experimental Science and Engineering, 11(1). https://doi.org/10.22399/ijcesen.979

Issue

Section

Research Article