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Gamification of Culture: A Strategy for Cultural Preservation and Local Sustainable Development

Chi-Hua Wu, Yu-Lin Chao (), Jia-Ting Xiong and Ding-Bang Luh ()
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Chi-Hua Wu: Department of Creative Product Design, Southern Taiwan University of Science and Technology, Tainan 710302, Taiwan
Yu-Lin Chao: School of Art and Design, Guangdong University of Technology, Guangzhou 510090, China
Jia-Ting Xiong: School of Art and Design, Guangdong University of Technology, Guangzhou 510090, China
Ding-Bang Luh: School of Art and Design, Guangdong University of Technology, Guangzhou 510090, China

Sustainability, 2022, vol. 15, issue 1, 1-19

Abstract: In the dual context of the cultural economy and the creative economy, culture is considered a unique source of competitiveness, making culture preservation a vital issue for peripheral areas. In this paper, it is argued that gamification is a valuable strategy for developing cross-cultural designs. The unique advantages of games in cultural preservation and promotion for peripheral areas with limited institutional resources are further articulated. To illustrate this, a set of design principles was proposed and the distinctive boat-based (Tanka) culture in southern China was taken as an example. A case study was conducted based on document analysis of the history of the Tanka culture and field research on the Tanka settlements in the Humen New Bay area, showing the development process and thus demonstrating the possibility of promoting the preservation and sustainable development of culture in peripheral areas through gamification. After testing the proposed game, some adjustments were suggested. However, participants generally agreed that they learned some Tanka customs through the gameplay, indicating the effectiveness of the game in Tanka culture preservation. This research thus contributes to both theory and practice by providing theoretical background and early practice.

Keywords: cultural and creative industries; CCIs; culture preservation; sustainable development; peripheral area; game; gamification; Tanka; southern China (search for similar items in EconPapers)
JEL-codes: O13 Q Q0 Q2 Q3 Q5 Q56 (search for similar items in EconPapers)
Date: 2022
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