1 Introduction
2 Literature Review
2.1 Service-Dominant Logic and Co-creation Platform
2.2 Service Ecosystem Perspective
3 Methodology
ID | Participant Background | Working time (years) | Affiliation |
---|---|---|---|
P1 | Associate Head of Department | 14 | Dunhuang Mogao Grottos Management |
P2 | Associate Head of Department | 18 | Dunhuang Mogao Grottos Management |
P3 | Department Manager | 10 | Dunhuang Mogao Grottos Management |
P4 | Project Manager | 5 | Tencent |
P5 | Associate Head | 14 | Dunhuang Mogao Grottos Management |
P6 | Staff | 2 | Cultural and Creative Company |
P7 | Customer | 1 | Student |
P8 | Customer | 0.5 | Student |
P9 | Customer | 0.5 | Self-employed |
P10 | Customer | 0.5 | Self-employed |
4 Findings and Discussion
4.1 Platform Owner: Collect Image Data and Share Resources with Other Actors
“We established the Digital Center in 2006 and then devoted ourselves to the preservation of grottoes, in which digitalization is the direction of our efforts, after more than 10 years of development, our Dunhuang Mogao Grottos Management has been in the advanced stage of digitalization, during this period, we have maintained an open mind and sought external cooperation to promote the sustainable use of Dunhuang culture” from P2.
“We first have to screen what things and elements in our Dunhuang Grottoes, not only an element, not only the image, but also the cultural meaning of the meaning, we want to make a thing that can be promoted, and then we combine with the third party, let the third party develop, at the same time, we also have a part of our own design, because we have our own brand.” from P5“As a cultural institution, Dunhuang Mogao Grottos Management is a unit carrying this mission of the state, so our primary purpose in making cultural and creative products is definitely not to make money, we cannot do this kind of thing that loses money, because after all, the design of cultural and creative products needs to be combined with the local society, so our primary consideration is culture, and culture is the inheritance and transformation and collision of culture and art.” from P5“When we design cultural and creative products, we don’t want Dunhuang to always be the kind of high-minded, difficult to approach, or very obscure in the hearts of young people, but still consider the aesthetics and needs of young people.” from P6.
4.2 Platform Partners: Co-create the Cultural Products Through User-Centered Design Thinking
“In 2020, we partnered with Huawei group to create a Huawei AR map, visitors can use the mobile phones we provide to look outside the grotto to see some mural images in the grotto, including nine-colored deer, flying sky, etc., to provide visitors with an immersive technology experience” from P1.“We can license to different groups, such as schools, and art creation institutions about Dunhuang murals and other materials, they can create their own, and after completing the creation, they can freely choose to upload to the platform, to give more consumers choices, but also to get benefits.” From P2.
4.3 Technological Provider: Empower the Platform Construction and Operation Through Technology Compacity
“The project of the material library, you can understand the product that we jointly created with the Dunhuang Mogao Grottos Management, it does not mean that I may only be involved in a part, but that we have created a new industry solution from scratch. At that time, we discussed with the institute that the cultural museum industry is the digitization of cultural relics assets, and where its pain points are, they told us that the pain point was that they wanted to open up, but they did not know how to protect it, the first pain point.” from P4
“The project of the material library, you can understand the product that we jointly created with the Dunhuang Mogao Grottos Management, it does not mean that I may only be involved in a part, but that we have created a new industry solution from scratch. At that time, we discussed with the institute that the cultural museum industry is the digitization of cultural relics assets, and where its pain points are, they told us that the pain point was that they wanted to open up, but they did not know how to protect it, the first pain point.” from P4“We just happened to have a strategic cooperation between the Dunhuang Mogao Grottos Management and our Tencent to set up a joint technology laboratory, so we used the ability of Tencent Interactive Entertainment of our game group to create this virtual human to help the researchers of the branch to create this virtual human.” from P4
4.4 Platform Customers: Engage Actively in Co-creation Platforms Through Pygital Experiences
“The design of this digital Hidden Gold Cave project is very interesting, through the design of this gamification, we can understand the history of the Hidden Gold Cave, we see the cave on the ground to provide a very good knowledge of the pavement, and then in this space, I can freely choose the items we want to see, and we are able to choose our personalized avatars to enter the virtual space, which greatly enriches our experience”-from P7.“When I visit the cave, I think of the scene where I traveled to that place in the game, and it makes me feel as if the artifact is not just an object in front of you, it seems to talk and tell me some story.”-from P8.
Actors | Main activities | Example |
---|---|---|
Platform owner | Data collection and research on caves, Open for resources for actors, build a loyal relationship with customers and technological providers | Institute for the Digitization of Cultural Relics |
Platform partners | Provide creative design services | Huawei, Dunhuang cultural and Creative company or social organizations |
Technological provider | Provide technological support, such as virtual reality, augmented reality, blockchain, and avatar | Tencent culture and tourism |
Platform Customers | Purchase products and behave in the virtual world | Mogao tourists or people interested in Mogao culture |