Electronics Science Technology and Application

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ISSN

2424-8460(Online)

2251-2608(Print)

Article Processing Charges (APCs)

US$800

Publication Frequency

Quarterly

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Published

2024-02-03

Issue

Vol 10 No 5 (2023): Published

Section

Articles

Analysis of the Effect of Co-Branding of “Electronic Games + Museum” Components

Chuanjie Lin

Jiehua Zhong


DOI: https://doi.org/10.59429/esta.v10i5.1449


Keywords: Electronic Games; Museums; Co-Branding


Abstract

With the development of the digital era, Electronic Games, as an emerging form of entertainment, have become an indispensable part of people's lives. And the museum is also an important place for people to know history and culture. In order to attract more young people to visit museums, the integration of Electronic Games and museums has become a trend. Therefore, it has become a new marketing strategy to jointly launch a "Electronic Games + museum" component brand. Based on this, this paper analyses the branding effect of a game and a museum for reference.


References

SZ Zhenfei, Zhang HC. Analysis of Communication Benefits of Linking Cultural Resources and Online Games--Taking the Linkage of Baiheliang Underwater Museum and Glory of Kings as an Example[J]. Media Forum, 2023, 6(13):88-90.

Liu YH, Chen LL, Wang H. Game power of science and technology museums: concept, characteristics and path[J]. Southeast Culture,2023,(03):172-178.

Cao SL, Liu XB. Paths and strategies of digital games and museums linking to disseminate traditional culture[J]. Beijing Cultural Creativity,2023,(S1):18-26.

Sun M. Creative design of Nanjing Yunjin Museum based on cultural needs[J]. Beauty and era(on), 2022, (11): 21-26.

Yang SL. Social and Aesthetic Education Practices of Art Museums in Digital Games: Take "Gather! Animal Morioka" as an example[J]. Public Art, 2022, (03): 100-105.



ISSN: 2424-8460
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