04200nam a2200805 4500000000100000008004100001260005700042653004300099653002200142653001800164653003500182653001300217653002800230653002500258653002700283653002900310653002500339653002300364653002400387653002900411653002000440653003300460653002100493653002400514653002500538653002300563653004800586653002500634653002400659653002500683653002400708653001700732653001400749653001600763653002600779653002200805653002200827653003300849653003400882653002300916653001000939653002500949653001500974653002800989653002101017653001401038653002701052653004101079653001901120653002701139653002301166653001701189653001901206653002101225653001801246653001401264653002101278653001201299653002901311653002401340100001301364700001401377700001501391700001101406245016501417856015301582490001501735520160201750020004203352 d bSpringer Science and Business Media Deutschland GmbH10aAlive state inheritance and protection10aAutomobile bodies10aChangsha kiln10aChinese Southern ivory carving10aCommerce10aCommodity symbolization10aCommunication chains10aCommunication strategy10aCross-cultural education10aCultural consumption10aCultural knowledge10aCultural traditions10aCultural transformations10aDesign modeling10aDevelopment and utilizations10aDevelopment path10aDevelopment process10aDigital technologies10aEconomic condition10aEducation for international understanding10aEducational approach10aEducational program10aEducational projects10aGame-based Learning10aGamification10aGuangzhou10aHan dynasty10aHistoric preservation10aInheritance model10aInnovative design10aIntangible cultural heritage10aIntangible cultural heritages10aIntelligent agents10aKilns10aLearning experiences10aLife cycle10aLingnan tide embroidery10aMarket economies10aNew media10aNew media technologies10aNon-posthumous culture dissemination10aProduct design10aProduct design process10aProduct innovation10aPublic taste10aService design10aService industry10aSocial status10aSociology10aSoftware testing10aTourism10aUtilization of resources10aVideo documentaries1 aY.J. Gao1 aH.W. Chen1 aM.L. Huang1 aR. Lin00aResearch on the Inheritance and Innovation Path of Intangible Cultural Heritage from the Perspective of Consumer Sociology: — Take Changsha Kiln as an Example uhttps://www.scopus.com/inward/record.uri?eid=2-s2.0-85112072449&doi=10.1007%2f978-3-030-77080-8_11&partnerID=40&md5=c3f70582f125f6248f0fc085d17c3d7b0 v12773 LNCS3 aIn recent years, preservations of Intangible Cultural Heritages (ICHs) have become an important agenda for the relevant researchers, designers, and technologists. Traditional archiving methods to protect and promote ICHs may include the recognitions from governments or representative bodies and the textual or video documentaries. However, barriers between the general public and ICH still exist and affect the accessibility of ICH at both conceptual and practical levels. In this case, an educational approach for disseminating ICH values can be considered. Initiated with this thought, we set out to develop an educational project that embeds ICH knowledge in a gamified learning experience. The project is framed as a service design practice to ensure an integrated consideration of the involved stakeholders, including the collaborated local sector, designers, educators, and target learners. The development process results in a game-based education program that serve both the interests of the promoting bodies and the intended audience. In the program, we incorporate three types of ICH originated locally in Suzhou. This paper, therefore, presents the design rationale and development process of this educational program, as well as the result of an initial test with a group of participants. The participants’ feedback demonstrates the advantages of SD approach in developing a user-centered and service-oriented public course. Meanwhile, the playful elements put the included ICHs into their social context and incentivized the participants in learning the related cultural knowledge. a03029743 (ISSN); 9783030770792 (ISBN)