Digital Library

cab1

 
Title:      RESEARCH ON THE APPLICATION OF VIRTUAL REALITY INTERGENERATIONAL GAMES TO TRADITIONAL GLOVE PUPPETRY CULTURE
Author(s):      Ya-Fang Chen, Wen-Huei Chou and Yi-Chun Li
ISBN:      978-989-8704-31-3
Editors:      Katherine Blashki
Year:      2021
Edition:      Single
Keywords:      Traditional Culture, Virtual Reality, Intergenerational Games, Intergenerational Communication, Glove Puppetry
Type:      Full
First Page:      132
Last Page:      140
Language:      English
Cover:      cover          
Full Contents:      click to dowload Download
Paper Abstract:      Appropriate intergenerational programs can effectively remove communication barriers between generations. The application of the latest technology can introduce traditional cultural elements, and the cultural spirit of the older generation can be passed on to the next generations. Moreover, with the help of young people, the elderly can get on track with the latest technology, while young people can pass on the cultural memory and knowledge of the elderly. In addition, with the vigorous development and advancement of science and technology, the existing traditional culture has been buried under latest technologies when undergoing changes and evolutions through different generations. Therefore, severe cultural differences and estrangements between different generations arise. In order to pass on the traditional cultures that are about to be lost, the connection and exchange of emotions and history should be emphasized. Traditional glove puppetry is taken as the pillar of the game proposed in this study, while "The Legend of the White Snake," one of the China's four major folk stories, is considered as its theme. The historical and cultural knowledge of the elderly become the guiding indicators in the game, allowing the elderly to gain sufficient self-confidence and increase their curiosity in learning modern technology through game interactions. Furthermore, young generations can acquire relevant cultural knowledge of glove puppetry. In the past, the development of virtual reality games did not consider and value the needs of intergenerational communication. If the evaluations and designs of intergenerational programs can be made based on such needs, it is believed it would benefit the elderly and young people in the evolution of generations. This research applies traditional culture to virtual reality and plan an intergenerational game that can be played by two people, promote cultural experience between generations, and make the two sides have an emotional connection with each other's cultural background.
   

Social Media Links

Search

Login