CN 11-5366/S     ISSN 1673-1530
“风景园林,不只是一本期刊。”

游戏化方法指导的城市公园数字经济运营策略

Strategies for Digital Economy Operation of Urban Parks Guided by Gamification Methods

  • 摘要:
    目的 受城市公园自身条件及资金、政策等因素的制约,目前的公园运营策略很难充分利用绿地的潜在价值,实现更理想的营收能力。借助游戏化方法可为公园提供数字经济运营的新思路,挖掘城市公园的多元化价值。
    方法 首先,分析公园运营发展的限制与机遇;其次,选取电子游戏这一数字经济与游戏化方法结合的典型领域,与风景园林领域进行对照;再次,运用本体论思维,梳理风景园林领域的游戏化方法体系;最后,用类比和迁移的方法建立游戏化的公园持续运营体系框架。
    结果 提出3种风景园林领域的游戏化方法:互动体验导向的场景设计、基于共创关系的人本服务、持续营收的规则与运营。构思游戏化的公园运营体系:2种数字经济模式迁移思路、附加体验及价值品体系、消费服务场景及活动策划方向、支撑与保障体系建设等。
    结论 1)从本体论出发的游戏化方法,涵盖了风景园林设计、服务、运营领域的游戏化应用场景,与既有应用领域互补,并支撑游戏化的公园运营体系建构。2)该运营体系有望促进公园绿地的经济、数据、文化等多元价值的挖掘。3)上述方法和体系有待更广泛的实践论证,并需关注过度商业化、文化审查等方面的政策风险。

     

    Abstract:
    Objective In the mid-to-late stages of China’s urbanization process, the high-quality development of existing urban areas has placed higher demands on the functions and benefits of park green spaces, making operations a new focus for the renewal and construction of urban parks. However, due to constraints such as construction scale, resource endowment, location and transportation, customer base, as well as external factors like public welfare attributes, funding sources, and policies, existing urban park operation strategies can hardly fully utilize the potential value of green spaces and achieve the ideal revenue capacity needed to support continuous park operation. The rise of sectors such as integrated transportation and tourism, and the low-altitude economy, highlights the opportunities that entertainment consumption and new technologies bring to the construction industry. As a dynamic form of the digital economy, video games are exerting a significant radiating effect on the consumer service and cultural tourism sectors. This research explores the use of gamification methods to provide new ideas for digital economy operation of urban parks, with a view to seizing these emerging opportunities and unlocking the diverse values of urban parks.
    Methods The positive value of games is gaining wider recognition and serving as an important cultural and artistic medium across more interdisciplinary fields. Game researchers have begun to use spaces like natural wilderness areas, archives, and art galleries as platforms for promoting the positive value of games. Urban parks also possess the potential to serve as carriers of the positive value of games. In game studies, landscape architecture has always been an important research subject, providing materials and support from perspectives such as art and landscape history. Gamification methods and related technologies have already been applied in various forms in the teaching, research, and new display media within the field of landscape architecture.
    Results Like landscape architecture, games carry leisure and recreational functions and profound cultural attributes, with their design and operation reflecting simulations of the real world. Based on these common characteristics, this research uses mainstream ontological thinking from game studies to establish a shared ontological model for both games and landscape architecture. The model includes three core elements: environment, people, and rules Using these elements as a framework, the research explores gamification applications in three aspects: design, service, and operation. The results identify three categories of methods: Interactive experience-oriented scene design, human-centered service based on co-creation relationships, and rules and operations for sustained revenue. These methods not only provide a conceptual framework for park operations but also offer support for other work related to urban parks. Based on this system of methods, an analogy and transfer approach is used to create a framework for the sustainable operation of gamified parks within the digital economy. This includes conservative and radical digital economy mode transfer approaches, value-added products and token systems, consumption service scenarios and event planning directions, as well as the construction of support and security systems.
    Conclusion The gamification methods derived from ontological thinking in landscape architecture cover potential gamified application scenarios in the design, service, and operation domains of landscape architecture, complementing existing application areas and supporting the construction of a gamified digital economy operation system for parks. This system is expected to promote the exploration of diverse values, including economic, data, and cultural aspects of park green spaces, such as value-added development, revenue enhancement, data collection, and cultural exploration and display. However, the above methods and systems require broader practical verification and attention to risks related to over-commercialization and cultural censorship. Gamification methods can also help landscape architecture professionals explore new paths for industry transformation in terms of spatial limitations, identity constraints, and cooperation mechanisms. Green spaces can also leverage their open and shared attributes to become spaces for promoting positive game values and game literacy development. Relying on innovation in interdisciplinary fields, this approach can support the shift of the planning and construction industry from the “finite game” seeking incremental growth to the “infinite game” seeking continuous renewals.

     

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