Manchu Ice Frolicking: Presenting Digital Games to Promote Cultural Learning and Dissemination

Jiani Tong, Sitthisak Champadaeng

Abstract


In this case study a digital game "Fantasy Ice Frolicking" was developed to evaluate the application of digital technology in the transmission of cultural heritage. This study adopted multiple qualitative research methods. Data were collected and analyzed through literature analysis, field research, interviews, observations, and user testing. The research subjects included eight participants:  Manchu culture research experts, Manchu Ice Frolicking inheritors, and digital game design experts; as well as 50 target users aged 18 to 35. The research findings are as follows: (i) In the Qing Dynasty, Manchu Ice Frolicking reached its peak as a court activity, demonstrating its importance in promoting national identity and cultural cohesion. However, the challenges faced by modern society, such as the decline of cultural knowledge and the breakdown of intergenerational transmission, have hindered its continuation. Innovative approaches are therefore imperative to ensure the preservation and adaptation of this cultural heritage. (ii) In the “Presenting a Digital Game for Promoting of Manchu Ice Frolicking Culture for Learning and Dissemination,” players engage profoundly with traditional tools, rules, and values through an immersive game experience and interactive narrative. Evaluation results have demonstrated that participants' knowledge, interest, and cultural identity towards the Manchu Ice Frolicking culture underwent substantial enhancement. This study underscores the potential of digital platforms in enhancing cultural education and provides an effective model for learning and disseminating cultural heritage.

Keywords


Manchu Ice Frolicking; Digital Game; Cultural learning; Dissemination

Full Text:

PDF

References


Alaswad, Z. & Nadolny, L. (2015). Designing for game-based learning: The effective integration

of technology to support learning. Journal of Educational Technology Systems, 43(4),

-402.

Blumer, H. (1969). Symbolic interactionism: Perspective and methods. University of California Press.

Cai, J. (Ed.). (2009). Construction and system design of university culture theory. Culture and Art Publishing House.

Chen, L. (2018). Research on the public cultural communication of the Palace Museum's Weibo under the perspective of Schramm's mass communication model. Humanities World, 1(22), 25 - 31.

Chen, L., Li, M., Jia, C., & Jiang, L. (2022). Research on innovative paths for promoting the interaction and integration of various ethnic groups through ice and snow culture: Taking ethnic minority areas in Liaoning as an example. Manchu Studies, 1(3), 111 - 113.

Dai, X., Ji, Y., & Cai, Y. (2022). Research on the digital communication of Guangcai firing techniques based on situational cognition. Packaging Engineering, 43(S1), 242 - 249.

Fullerton, T. (2016). Game design workshop. Beijing, China: Electronic Industry Press. https://doi.org/10.16737/j.cnki.rwtx81281190.2018.22.005

Ju, G. F. (2020). Generalization and guidance: A study on the development path of mobile games under symbolic interaction-A case study of Peacekeeper Elite. News World, 1(6), 92 - 96.

Kawinkoonlasate, P. (2024). Utilizing a digital-flipped classroom approach to enhance writing skills and foster an active learning environment among Thai EFL learners. International Journal of Education & Literacy Studies, 12(4), 26-31.

Li, J. Y., Wang, Z. E., & Yi, X. (2023). Research on digital game design strategies for intangible cultural heritage: Taking the virtual-real combined game based on Nuo culture as an example. Packaging Engineering, 44(22), 1-10.

Nielsen, J. (1994). Usability inspection methods. In H. Ruda, M. Saeed, M. McAleer, CW Lim, & C. Constantinou (Eds.), Conference Companion on Human Factors in Computing Systems (pp. 413–414). Association for Computing Machinery. https://doi.org/10.1145/259963.260531

Niu, B., Wan, H., & Wang, Z. (2020). Development history and inheritance of traditional ice sports culture in China. Ice and Snow Sports, 2(3), 90–92. https://doi.org/10.16741/j.cnki.bxyd.2020.03.018

Norman, D. (2010). Design psychology (Q. Mei, Trans.). CITIC Press. (Original work published 2002)

Pang, P. (1986). Cultural structure and modern China. Chinese Social Sciences, 1(5), 81–98.

Ren, Y. F. (2020). Tracing the origins of ice sports. Beijing Publishing House.

Rogers, J., & Andrea, R. (2019). Experimental and quasi-experimental designs. In J. McKinely & H. Rose (Eds.), The Routledge handbook of research methods in applied linguistics (pp. 133–143), Routledge.

Schell, J. (2008). The art of game design: A book of lenses. Boca Raton, CRC Press.

Schramm, W., & Porter, W. E. (1984). Introduction to communication studies. Xinhua Publishing House.

Wang, D., Le, F., Jin, Z., & Gao, Q. (2022). Research on the digital gamification strategy of intangible cultural heritage based on Jinling festival culture: Taking Nanjing Qinhuai Lantern Festival as an example. Packaging Engineering, 43(24), 420–430.

Wang, K. Y. (2024). Path improvement of digital inheritance of traditional culture aided by the gaming industry. Commercial Economy, 2(9), 42–45.

Xu, X., Yang, H., Wang, X., Liu, J., Yu, P., & Leng, H. (2023). Historical tracing, cultural characteristics and development path of ice sports. Liaoning Sports Science and Technology, 1(2), 78–83.

Zhu, W. Q., & Liu, L. N. (2021). Historical evolution and development strategies of Manchu traditional ice sports. In Proceedings of the 2021 International Conference on the Protection, Research, and Inheritance of Chinese Sports Intangible Cultural Heritage (p. 175). Chinese Society for Sports Science.




DOI: https://doi.org/10.7575/aiac.ijels.v.13n.2p.374

Refbacks

  • There are currently no refbacks.




License URL: https://creativecommons.org/licenses/by/4.0/

2013-2025 (CC-BY) Australian International Academic Centre PTY.LTD.

International Journal of Education and Literacy Studies  

You may require to add the 'aiac.org.au' domain to your e-mail 'safe list’ If you do not receive e-mail in your 'inbox'. Otherwise, you may check your 'Spam mail' or 'junk mail' folders.