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Learning or Entertaining? A Study on the Acceptance of Serious Games in Chinese Museums

  • Wennan Wu,
  • Ruisi Liu,
  • Junjie Chu

摘要

Currently, serious game activities in Chinese museums are becoming more and more popular and loved by audiences. Serious Games in Museums aims to increase audience engagement and develop their creative thinking and learning skills through online interactions and scenario simulations. Therefore, it is necessary to explore the factors that influence users’ acceptance of serious games in the museum field. In addition, an extended TAM for the games with the highest scores were established in order to explore what factors affect users’ intention to use the games. The research results show that perceived enjoyment has a significant impact on perceived usefulness and behavioral intention. This means that when designing serious games, designers should consider appropriately optimizing the game experience to make users more willing to accept. In addition, perceived usefulness has a significant impact on users’ behavioral intention. This means that designers of serious games in the museum field should still prioritize education nature and focus on adding popular science content to the games. Based on the findings, the article proposes an experiential game model, designs a serious game accordingly, and describes the methodology for game development.