游戏化方法指导的城市公园数字经济运营策略
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王兆辰/男/硕士/中国城市规划设计研究院风景园林和景观研究分院工程师/研究方向为风景园林规划与设计、风景园林工程信息化技术 |
Copy editor: 王一兰
收稿日期: 2024-09-18
修回日期: 2025-04-23
网络出版日期: 2025-12-10
基金资助
国家重点研发计划“城市蓝绿空间规划与生态系统服务功能优化技术”(2022YFC3802603)
版权
Strategies for Digital Economy Operation of Urban Parks Guided by Gamification Methods
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WANG Zhaochen, Master, is an engineer in the Institute of Landscape Architecture, China Academy of Urban Planning & Design. His research focuses on landscape planning and design, and landscape architecture engineering information technology |
Received date: 2024-09-18
Revised date: 2025-04-23
Online published: 2025-12-10
Copyright
【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。
王兆辰 . 游戏化方法指导的城市公园数字经济运营策略[J]. 风景园林, 2025 , 32(6) : 36 -43 . DOI: 10.3724/j.fjyl.202409180548
[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.
Key words: urban park; video game; digital economy; park operation; park service
表1 风景园林与电子游戏交叉领域研究框架Tab. 1 Research framework at the intersection of landscape architecture and video games |
| 游戏研究本体论模型 | 游戏-风景园林本体论 | 启发的关键词 | 指导领域 |
| (游戏)世界 | 场景/场所/环境 | 互动体验 | 设计 |
| 玩家 | 人/使用者 | 共创关系 | 服务 |
| 游戏(规则) | 规则/机制 | 持续营收 | 运营 |
表2 不同运营策略的对比与借鉴Tab. 2 Comparison and reference of different operational strategies |
| 运营策略 | 对应游戏类型 | 游戏体验(定性示意) | 对应公园类型 | 消费与游览体验特点 |
| 买断制或纯公益导向 | 作品型游戏或非营利游戏 | 买断玩家独享全部体验,所有玩家体验相同; 不涉及减弱他人体验的消费行为 | 私家园林或完全无消费的公园 | 业主独享或全体市民通过政府财政“买断”后均等共享 |
| 纯消费导向 | 付费取胜的F2P游戏、赌博游戏 | 存在部分仅由付费玩家独享的游戏体验; 体验差距会随着消费程度的增加无限放大 | 带有消费场景的公园 | 运营项目受指标限制,消费与否的体验差距不会过大,但并未消除负外部性 |
| 兼顾营收和公益性 | 平衡良好的F2P游戏 | 包括全体玩家共享的体验、免费或付费的附加体验,以及付费玩家的独享体验; 付费与免费体验差距较小,而且可以通过多种机制调节 | “持续运营”公园 | 引入附加体验体系,弱化消费行为的负外部性;借鉴游戏思维,营造新鲜感和归属感;适当放宽建设控制指标 |
表3 附加价值获取机制Tab. 3 Mechanism for obtaining additional value |
| 获取机制 | 内容 | 作用机制 |
| 游戏化的游览活动 | 有组织的游戏活动或运营项目,常规的游览活动,设备“擦肩”记录等 | 完成特定游戏活动、在常规游览中积累活动量或触发随机事件奖励 |
| 游园成就体系 | 打卡型、挑战型、数据记录型的成就项,游园年度报告 | 根据成就或数据分档开通附加价值品兑换或打折资格,增强用户黏性 |
| 公园“通行证” | 充值奖励与任务路线系统 | 针对不同消费能力的群体,制定游览及消费活动目标,达成目标奖励代币 |
| 公园图鉴集换 | 上传公园内的动、植物照片,通过地理信息标签或AI物种识别判定 | 根据图鉴完成度、稀有度奖励价值品,促进乡土植物、生物多样性宣教 |
| 共建共享激励 | 在社区公园等客群相对稳定的公园中鼓励核心用户、有余力者参与公园管理、维护 | 根据工作量或者工作的宣传带动作用奖励价值品 |
全部图表均由作者绘制。
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