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Research on the Influence of Weak-Ties Social Interaction on the Gamification Experience of Science and Technology Museums

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Culture and Computing (HCII 2022)

Part of the book series: Lecture Notes in Computer Science ((LNCS,volume 13324))

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Abstract

With the advent of the era of experience economy, museums in our country have ushered in a new development trend - gamification experience, attracting more and more young people to visit and explore museums. At the same time, under the dual stimulation of Internet technology and experience economic innovation, Science and Technology Museums are shifting from the traditional functional space emphasizing popular science knowledge and education to a diversified experience space [1]. Among them, social experience has attracted attention as an indispensable factor in gamification experience and museum experience. However, in Science and Technology Museums, there is very little interaction between a large number of strangers, making it difficult to arouse the positive emotions of science and technology science popularization learning. This paper concludes that weak ties social interaction has a positive impact on the gamification experience of Science and Technology Museums through the comparative experiment method, and uses the correlation analysis method to obtain the correlation between gamification interaction and user experience factors in Science and Technology Museums.

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Correspondence to Linong Dai .

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Jia, H., Dai, L. (2022). Research on the Influence of Weak-Ties Social Interaction on the Gamification Experience of Science and Technology Museums. In: Rauterberg, M. (eds) Culture and Computing. HCII 2022. Lecture Notes in Computer Science, vol 13324. Springer, Cham. https://doi.org/10.1007/978-3-031-05434-1_14

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  • DOI: https://doi.org/10.1007/978-3-031-05434-1_14

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  • Publisher Name: Springer, Cham

  • Print ISBN: 978-3-031-05433-4

  • Online ISBN: 978-3-031-05434-1

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