Research Gamification using Commercial Video Games to Explore Chinese Traditional Art

Authors

  • Junkai Pan College of Creative Arts, Universiti Teknologi MARA (UiTM) Shah Alam, Selangor, Malaysia
  • Zainatul Shuhaida Abdul Rahman College of Creative Arts, Universiti Teknologi MARA (UiTM) Shah Alam, Selangor, Malaysia
  • Baiyu Zhou Faculty of Music, Sichuan University of Science & Engineering, China
  • Arwin Ramli Visual Communication Design, Institut Teknologi Batam, Indonesia

DOI:

https://doi.org/10.21834/e-bpj.v10i32.6674

Keywords:

Research Gamification, Commercial Video Games, Chinese Traditional Art, Digital Research Tools

Abstract

This research investigates the impact of video games on analyzing Chinese traditional art. It provides a game development and researcher participation model that reveals how games can foster knowledge creation and transfer. 3D modelling in video games significantly improves educational settings as they offer cultural experiences. The research underlines the combination of technology and digital art, calling for using video games in educational institutions for better cultural and identity integration with academic approaches. More empirical research is needed to strengthen the claim of these constructs in scientific and artistic research.

References

Bacalja, A., Nichols, T. P., Robinson, B., Bhatt, I., Kucharczyk, S., Zomer, C., Nash, B., Dupont, B., De Cock, R., Zaman, B., Bonenfant, M., Grosemans, E., Abrams, S. S., Vallis, C., Koutsogiannis, D., Dishon, G., Reed, J., Byers, T., Fawzy, R. M., . . . Schnaider, K. (2024). Postdigital Videogames Literacies: Thinking with, through, and beyond James Gee’s learning principles. Postdigital Science and Education. https://doi.org/10.1007/s42438-024-00510-3

Bauman, Z. (1995). Life in Fragments: Essays in Postmodern Morality. Oxford: Blackwell Publishers.

Calleja, G. (2007). Digital game involvement: A conceptual model. Games and Culture, 2(3), 236-260.

Deng, Q.,Y. (2023). Representation, meaning and methods: The cognition and research method of national art. *Journal of Northwest Normal University (Social Science Edition),(06),*140-141. doi:10.16783/j.cnki.nwnus.2023.06.014.

Deng, J. (2023). The range of reality: From simulation games to realistic games. Nanjing Social Sciences, (03), 106-113. doi:10.15937/j.cnki.issn1001-8263.2023.03.011.

de Lange, M., Raessens, J., Frissen, V., Lammes, S., & de Mul, J. (2015). Playful identities: The ludification of digital media cultures. Amsterdam University Press.

Ferdani, D., Fanini, B., Piccioli, M. C., Carboni, F., & Vigliarolo, P. (2020). 3D reconstruction and validation of historical background for immersive VR applications and games: The case study of the Forum of Augustus in Rome. Journal of Cultural Heritage, 43, 129-143.

Gee, J. P. (2009). Games, learning, and 21st century survival skills. Journal For Virtual Worlds Research, 2(1), 1-9.

Gintere, I. (2021). An Educational Digital Environment of Contemporary Aesthetics Focused on Slow Gaming. In CSEDU (2) (pp. 163-168).

Grogan, P. T., & Meijer, S. A. (2017). Gaming methods in engineering systems research. Systems Engineering, 20(6), 542-552.

He, W., & Li, Y. (2020). How does Honor of Kings affect players' attitudes and perceptions of historical characters. Journal of Journalism & Communication, (07), 49-73. doi:10.13495/j.cnki.cjjc.2020.07.003.

He, W., Li, Y., & Chen, H. L. (2024). Review of Digital Games Research in China in 2023: Based on Data Analysis of Academic Journals. China Digital Publishing, (02), 68-79. doi:CNKI:SUN.0.2024-02-011.

Helmond, A. (2015). The Platformization of the Web: Making Web Data Platform Ready. Social Media + Society, 1(2), 1-11. https://doi.org/10.1177/2056305115603080

Huizinga, J. (2008). Homo ludens: proeve eener bepaling van het spel-element der cultuur. Amsterdam University Press.

Jenkins, H. (2011). Convergence culture. Where old and new media collide. Revista Austral de Ciencias Sociales, 20, 129-133.

Jandri, P., Knox, J., Besley, T., Ryberg, T., Suoranta, J., & Hayes, S. (2018). Postdigital science and education. Educational philosophy and theory, 50(10), 893-899.

Klimmt, C., Hefner, D., & Vorderer, P. (2009). The video game experience as valid identification: A theory of enjoyable alterations of players self-perception. Communication theory, 19(4), 351-373.

Kurapati, S. (2017). Situation awareness for socio-technical systems: A simulation gaming study in intermodal transport operations (Doctoral thesis). TRAIL Research School, Delft, The Netherlands.

Liu, T., & Zhang, Y. Y. (2023). The Game road to digital humanities: The representation of traditional cultural symbols in game narratives and their procedural rhetorical mechanisms. Nanjing Social Sciences, (11), 123-136. doi:10.15937/j.cnki.issn1001-8263.2023.11.013.

Lukosch, H. K., Bekebrede, G., Kurapati, S., & Lukosch, S. G. (2018). A scientific foundation of simulation games for the analysis and design of complex systems. Simulation & gaming, 49(3), 279-314.

Lukosch, H., & Comes, T. (2019). Gaming as a research method in humanitarian logistics. Journal of Humanitarian Logistics and Supply Chain Management, 9(3), 352-370.

Peng, J., X. (2023). Chinese Art. Beijing: Peking University Press.

Pietroni, E., & Ferdani, D. (2021). Virtual restoration and virtual reconstruction in cultural heritage: Terminology, methodologies, visual representation techniques and cognitive models. Information, 12(4), 27.

Popper, K. R. (1979). Objective knowledge: An evolutionary approach (Vol. 49). Oxford: Clarendon press.

Reed, J. (2024). From virtual worlds to the Outward Bound Trust: A study of contemporary residential outdoor adventurous education in postdigital space. [Doctoral thesis]. Edinburgh: University of Edinburgh. https://era.ed.ac.uk/handle/1842/41633.

Rehak, B. (2013). Playing at being: Psychoanalysis and the avatar. In The video game theory reader (pp. 103-127). Routledge.

Reinhard, A. (2018). Archaeogaming: An introduction to archaeology in and of video games. Berghahn Books.

Sorin, H., & Nikodem, J. (2007). 3D Modelling as a Scientific Research Tool in Archaeology. Layers of Perception, Proceedings of the 35th International Conference on Computer Applications and Quantitative Methods in Archaeology (CAA), Berlin, Germany, 2-6 April 2007, 10, 1-6. http://hdl.handle.net/10900/61644

Shliakhovchuk, E., & Muoz Garca, A. (2020). Intercultural Perspective on Impact of Video Games on Players: Insights from a Systematic Review of Recent Literature. Educational Sciences: Theory and Practice, 20(1), 40-58.

Vallis, C., Wilson, S., Gozman, D., & Buchanan, J. (2024). Student perceptions of AI-generated avatars in teaching business ethics: We might not be impressed. Postdigital Science and Education, 6(2), 537-555.

Valls, F., Redondo, E., Fonseca, D., Garcia-Almirall, P., & Subirs, J. (2016). Videogame technology in architecture education. In Human Computer Interaction. Novel User Experiences: 18th International Conference, HCI International 2016, Toronto, ON, Canada, July 17-22, 2016. Proceedings, Part III 18 (pp. 436-447). Springer International Publishing.

Zhao, Y. P., & Wang R. S. (2024). Gamification paths for knowledge transfer: A case study exploring knowledge distillation in Black Myth: Wu Kong. Modern Publishing, (11), 39-46. doi:CNKI:SUN.0.2024-11-005.

Downloads

Published

2025-04-30

How to Cite

Pan, J., Abdul Rahman, Z. S., Zhou, B., & Ramli, A. (2025). Research Gamification using Commercial Video Games to Explore Chinese Traditional Art. Environment-Behaviour Proceedings Journal, 10(32), 287=293. https://doi.org/10.21834/e-bpj.v10i32.6674

Issue

Section

Information & Communications Technology Environment