home

Gamification-Oriented H5 Mini-Games for Dissemination of Intangible Cultural Heritage: A Case Study of Wuhan Paper-Cutting

Authors
  • Xinyi Zhou

    Wuhan Donghu University
    Author
Keywords:
Gamification Thinking, H5 Mini-Game, Wuhan Paper-Cutting, Intangible Cultural Heritage Dissemination
Abstract

Intangible cultural heritage (ICH) constitutes the core carrier of China’s outstanding traditional culture, bearing national historical memories and regional folk cultural veins. At present, most forms of ICH communication rely on one-way content output such as graphic exhibitions and documentaries, which appear outdated and monotonous, creating bottlenecks for youth-oriented ICH promotion. As the latest mainstream web communication technology, HTML5 (H5) features lightweight interactive attributes. Combined with gamification thinking, it can break the limitations of static cultural communication, transform passive cultural appreciation into immersive interactive experiences, and guide audiences to participate autonomously, create original works, and complete secondary social sharing. Taking Wuhan paper-cutting as an empirical case, this paper disassembles the cultural elements of Wuhan paper-cut art, classifies mainstream H5 mini-game forms, and explores integrated paths for fusing ICH elements with diverse game mechanics. The research results can provide a unified practical framework for the digital social communication of paper-cutting, embroidery, folk fine arts and other varieties of ICH.

References

Bai, R. N. (2024). Application of HTML5 in time-honored brand communication under gamification thinking: A case study of “Siji Mei”. Shanghai Packaging, (9), 124–126. https://doi.org/10.19446/j.cnki.1005-9423.2024.09.039

Ministry of Industry and Information Technology, Ministry of Human Resources and Social Security, & Ministry of Culture and Tourism. (2024). Guiding opinions on promoting the inheritance, innovation and development of the arts and crafts industry (Document No. MIIT Joint Consumption〔2024〕139). https://www.gov.cn/zhengce/zhengceku/202407/content_6965230.htm

Qu, X. T. (2025, July 15). Wuhan paper-cutting: Forging new vitality for intangible cultural heritage. China Culture News, p. 004. Retrieved from https://www.cnki.net/

Tang, Y. Q., & Zhao, J. (2020). Practice and breakthrough of HTML5 technology in cultural heritage communication. Art Research, (4), 92–93. https://doi.org/10.13944/j.cnki.ysyj.2020.0256

Wu, D. (2020). Research on communication of intangible cultural heritage based on HTML5 in the integrated media era: A case study of Zhongshan City. Journal of News Research, 11 (24), 226–227. Retrieved from https://www.cnki.net/

Xu, W. Y. (2025). Research on museum guide game design based on gamification thinking. Toy World, (9), 203–205. Retrieved from https://www.cnki.net/

Yang, Q. M. (2026). Digital communication design strategies of intangible cultural heritage: A typological analysis based on H5 cases. Journalism & Writing Review, (3), 66–68. Retrieved from https://www.cnki.net/

Zhou, J., & Kong, Z. Y. (2023). Research on HTML5 mini-program design for intangible cultural heritage. Hunan Packaging, 38 (2), 62–66. https://doi.org/10.19686/j.cnki.issn1671-4997.2023.02.015

Zhou, T. (2024). Design and implementation of intangible cultural heritage digital museum website based on HTML5. Modern Information Technology, 8 (6), 127–131, 135. https://doi.org/10.19850/j.cnki.2096-4706.2024.06.027

Downloads
Published
2026-08-04
Section
Articles
License

Copyright (c) 2026 Xinyi Zhou (Author)

Creative Commons License

This work is licensed under a Creative Commons Attribution 4.0 International License.

How to Cite

Gamification-Oriented H5 Mini-Games for Dissemination of Intangible Cultural Heritage: A Case Study of Wuhan Paper-Cutting. (2026). Art & Design for Humanity, 2(07). https://www.adh-journal.com/index.php/journal001/article/view/59