GAME-BASED TRANSLATION OF DALI BAI JIAMA CULTURE BASED ON EMBODIED INTERACTION THEORY
Main Article Content
บทคัดย่อ
The Dali Bai Jiama culture is an intangible cultural heritage that combines folk beliefs, ritual practices, and visual art. However, it currently faces challenges such as a generational gap in transmission, limited dissemination methods, and a lack of awareness among younger generations. To explore innovative pathways for the transmission and dissemination of Jiama culture, this paper draws on embodied interaction theory. Through an analysis of the behavioral logic of Jiama culture, it distills the principles of embodied interaction, examines the translational relationship between culture and game mechanics, and constructs a design framework for a cultural heritage board game.
The research findings indicate that: (1) Embodied interaction theory provides a theoretical foundation for the translation of Jiama cultural practices into game mechanics; (2) The ritual practices and iconographic systems within Jiama culture can be effectively transformed through game rules, mission structures, and interactive mechanisms, thereby enhancing players’ understanding of and experience with Jiama culture. The framework constructed on this basis not only offers new insights for the preservation and transmission of Jiama culture but also provides a reference path for the gamification design of intangible cultural heritage characterized by ritual and practical elements.
Article Details

อนุญาตภายใต้เงื่อนไข Creative Commons Attribution-NonCommercial-NoDerivatives 4.0 International License.
เอกสารอ้างอิง
Damprasit, P. (2024). The Development of Board Games as Instructional Media to Enhance the Junior High School Students’ Capabilities in Thai Literatures Learning. Social science research and academic journal, 19(3), 55-70. https://so05.tci-thaijo.org/index.php/JSSRA/article/view/271486
Ding, D. X. (2013). The ancient and mysterious Bai Jiama. Yunnan Nationalities Publishing.
Dong, K. (2025). Ritual iconographic regeneration and value reconstruction: A study on the artistic expression of Jiama symbols. Philosophy and Social Science, 2(12). https://doi.org/10.62381/P253C06
Epstein, D. S., Zemski, A., Enticott, J., & Barton, C. (2021). Tabletop board game elements and gamification interventions for health behavior change: A realist review. JMIR Serious Games, 9(1), e23302. https://doi.org/10.2196/ 23302
Gao, Y., Yang, J., & Zhao, W. (2024). Design of a Popular Science Interactive App for Yunnan Jiama Woodblock Prints Based on Information Visualization. 2024 5th International Conference on Intelligent Design (ICID), 1–6. https://doi.org/10.1109/icid64166.2024.11024699
Hornecker, E., & Buur, J. (2006). Getting a grip on tangible interaction: A framework on physical space and social interaction. Proceedings of the SIGCHI Conference on Human Factors in Computing Systems, 437–446.
Kawano, A. (2010). Jiamazi - about Chinese Folk Iconographical Charm in Yunnan. Himalayan Study Monographs, 11(11), 232–246. https://doi.org/10.14989/ hsm.11.232
Lakoff, G., & Johnson, M. (1999). Philosophy in the flesh: The embodied mind and its challenge to Western thought. Basic Books.
Lin, X., Li, R., Chen, Z., & Xiong, J. (2023). Design strategies for VR science and education games from an embodied cognition perspective.
Frontiers in Psychology, 14, 1292110. https://doi.org/10.3389/fpsyg.2023.1292110
Liu, L. (2020, May 6). Jiama. The Gallatin Galleries. https://wp.nyu.edu/ gallatingalleries/jiama/
Melcer, E., & Isbister, K. (2021). Learning with the body: A design framework for embodied learning games and simulations. In Software engineering perspectives in computer game development (pp. 161–195). CRC Press.
Rodríguez-Ferrer, J. M., Manzano-León, A., & García-Roca, A. (2024). Enhancing classroom climate and emotional intelligence through board games: A mixed-methods case study. Thinking Skills and Creativity, 54, 101668. https://doi.org/10.1016/j.tsc.2024.101668
Sousa, C., Rye, S., Sousa, M., Torres, P. J., Perim, C., Mansuklal, S. A., & Ennami, F. (2023). Playing at the school table: Systematic literature review of board, tabletop, and other analog game-based learning approaches. Frontiers in Psychology, 14, 1160591. https://doi.org/10.3389/fpsyg.2023.1160591
Wilson, M. (2002). Six views of embodied cognition. Psychonomic Bulletin & Review. http://fias.uni-frankfurt.de/~triesch/courses/reinforcement/pape rs/Wilson 2002.pdf
Wu, T., Yu, R., Lin, J., Bi, Y., & Wu, C. (2025). An Economic Analysis of the Impact of Digital Economy Development on the Inheritance of Jiama Woodblock Printing. World Journal of Economics and Business Research, 3(1), 77–83. https://doi.org/10.61784/wjebr3038