文章以从基于移动终端的科普网游为切入点,重点调研了目前国外史密森博物学院、麻省理工学院等多家美国教育、传播机构在此方面的先进经验,总结了用户参与型、体验型和教育型三种发展模式。同时,对近年来我国科普网游发展历程进行梳理,分析其存在的问题,结合“十三五”期间可能或即将出现的发展态势,有针对性地提出精品化、分类分级、注重新技术应用和用户参与等建议和对策。%The paper takes Mobile-game Science Popularization as the research item. Firstly,it investigates popular service models from institutions in foreign countries,they include Smithsonian,MIT and so on,those aforementioned three models can be analyzed through User Interaction, User Experience and User Education. And the paper summarizes the whole development history within China,gives specific experience and inspirations for future development based on its problems, they are:attaching great importance to Quality construction,Game classification and application of new technology and so on.
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