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How a Chinese game scholar connects ancient texts with modern play_我的网站

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Liu Mengfei at Beijing's Homoludens Archive Photo: Courtesy of Liu Mengfei
    Liu Mengfei at Beijing's Homoludens Archive Photo: Courtesy of Liu Mengfei
Inside Beijing's Homoludens Archive, shelves are filled with books, game consoles, game cartridges and other materials tracing the history of video games. For Liu Mengfei, the archive's director and chair of the academic committee of the Gamification Professional Committee, these collections preserve more than the evolution of games, they also capture the cultural memories of a generation.
A PhD in history from Tsinghua University, Liu has spent more than a decade studying the social impact of games, the role of games in history and digital humanities. Throughout her career, she has continued to explore the relationship between games and people: Why do humans create games? And how do games shape culture and society?
Books, meanwhile, have been an important gateway through which Liu has come to understand the world of games.
"The real value of a book lies not simply in what it tells you, but in whether it can change the way you understand the world and people," Liu told the Global Times.
Books meet games

In 2007, being an undergraduate history student, Liu wrote her thesis on the links between ancient Celtic religion and modern digital games.
To study original sources such as The Gallic War by Roman author Julius Caesar, she taught herself Latin. As her research extended into modern games, she also began reading the rulebooks of Dungeons & Dragons, a tabletop role-playing game.
"From historical texts to game rulebooks, these reading experiences seemed to belong to completely different worlds, but they gradually led me to realize that games are not simply entertainment products. They also contain history, culture and the relationships between people and society," she said.
Later, Homo Ludens, by Dutch historian Johan Huizinga, further transformed the way she understood games. The book gives a theory that humans are not only Homo sapiens, or "rational beings," but also Homo ludens, or "playing beings," and that games are deeply intertwined with human culture, from language and art to religious rituals and sports.
The book had a profound influence on her. It points out that the foundations of human society — language, civilization, religious rituals, sports and art, are all connected to play and games, because we are Homo ludens, "the playing human."
"The idea prompted me to view games from a broader perspective," Liu said. "Games are not an appendage outside human civilization, but are deeply connected to cultural creation and social life." 
"It also showed me that games and game-based thinking could extend into broader fields, including education and technology," she added.
She later read other works on game studies, including Play Between Worlds: Exploring Online Game Culture, Half-Real and Rules of Play Game Design Fundamentals. Play Between Worlds, in particular, opened up another possibility for game studies at a time when discussions about "internet addiction" were prevalent in China.
"Games are not simply a form of entertainment that needs to be restricted or criticize;. they can also serve as important media for storytelling, cultural expression and exploring relationships," she said.
These reading experiences gradually shifted Liu's focus from simply asking "What are games?" to a deeper question: What can games bring to people?
Beyond time and technology
Periodically, Liu still returns to Homo Ludens in her free time, finding new insights from the book as society changes. In the age of artificial intelligence, she has revisited one of its fundamental questions: As AI becomes increasingly capable of handling repetitive tasks and surpasses humans in efficiency, what does it mean to be human?
"As AI takes over more monotonous and repetitive work, the time freed up should be devoted to creativity, experience and human relationships," she said. "The time we gain should actually be used to become better at 'playing humans.'" 
For Liu, this also requires people to maintain their ability to think, imagine and reflect -- abilities that cannot be gained through simply receiving information. This has also prompted her to reconsider the meaning of reading.
In an era when AI can quickly summarize an entire book, Liu believes people still need to read the original works in full, because the value of reading lies in more than simply acquiring knowledge and conclusions.
"Reading a book is like a form of cultivation. You have to immerse yourself in it, patiently allow the author to take you on a journey, and find your own island along the way," she said.
For Liu, the value of reading is not limited to books on paper. As media evolve, so do the ways people encounter stories and understand culture. Some digital works are now becoming new vehicles for reading.
Chinese-developed games such as Genshin Impact contain hundreds of thousands, and even more than a million Chinese characters of text, while Black Myth: Wukong uses its "Journal" system to tell the stories of individual monsters through written entries. 
"Digital games are carrying forward traditions inherited from literature and film, becoming new gateways, through which young people can enter the worlds of literature, history and traditional culture," she said.
"An important reason why Black Myth: Wukong has succeeded in communicating Chinese culture is that it does not simply insert traditional cultural symbols into a game. Instead, it draws on the original Journey to the West, contemporary works inspired by the classic, as well as the game's own rules and interactions, allowing players to develop a new understanding of traditional culture through their actions," she noted.
For Liu, the forms of reading may change, but the desire to understand the world and discover oneself will not. From books to digital worlds, what matters is not only what people read or play, but how they think, create and find meaning through these experiences.
。    辽宁593家企业参加第135届广交会       设3个交易团,总展位数2096个            作为集中展示中国制造和中国外贸形象的平台与窗口,第135届中国进出口商品交易会(以下简称“广交会”)定于4月15日至5月5日分三期在广州举办,同时常态化运营线上平台。4月16日,省商务厅相关负责人表示,我省高度重视本届广交会参会工作,设辽宁省交易团、沈阳市交易团、大连市交易团3个交易团参加,参展企业达593家,总展位数2096个。其中,辽宁省交易团共有参展企业238家,展位总计845个,涉及节日用品、汽车配件、建筑及装饰材料、家居用品等40个展区,展品类型丰富。我省企业将借参会契机,与境外采购商、国内采购商面对面交流,寻求更多商机。           本届广交会,我省继续择优筛选参展企业,鞍山钢峰风机有限责任公司、辽宁春光制药装备股份有限公司等企业均为专精特新“小巨人”企业;凤城市时代龙增压器制造有限公司等企业被评为辽宁省高新技术企业;辽宁威科特瑞阻燃材料科技有限公司、辽宁东盛塑业有限公司等为国家高新技术企业。广交会将为企业提供展示自己技术产品优势的平台,也为他们开拓海外市场提供了有力渠道。           为帮助企业在本届广交会上有更好获得感,我省增强服务意识,做细做实展前培训、参展业务指导等各项组展筹备工作,内容涵盖企业证件办理、贸易促进活动、知识产权保护等参展注意事项,细致解答企业关于参展的常见问题,全力保障企业参展取得良好成效,帮助企业抢抓订单。           一批辽宁企业借助广交会拓展“朋友圈”,收获新订单。辽宁康顿门业集团有限公司去年通过参加广交会与东北亚地区一家客户达成合作,2023年采购订单总额达200多万元,该客户还与康顿集团签订了独家代理协议。今年,双方通过广交会再度合作,深度开发海外市场,预计全年采购量会比2023年增加一倍。                   责任编辑:刘春阳。

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Published on:12:05:39


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