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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.
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原标题:台风“梅花”即将正面登陆宁波,在外海掀8.8米高狂浪新京报讯(记者张建林)记者从自然资源部获悉,受台风“梅花”影响,今天(9月14日)上午台州外海浮标监测到有效波高8.8米的狂浪,舟山外海浮标已监测到5.6米的巨浪,近岸的浙江大陈海洋站监测到有效波高3.8米的大浪,朱家尖海洋站已监测到4米以上的巨浪。国家海洋预报台表示,今天凌晨到中午,山东半岛南岸到江苏沿海出现了30到60厘米的风暴增水,上海到浙江宁波出现了40到80厘米的风暴增水,浙江台州到温州沿海出现了30到50厘米的风暴增水,浙江镇海、舟山、乌沙山和石浦潮位站于今天中午出现了达到当地蓝色警戒潮位的高潮位。台风“梅花”即将正面登陆宁波,将产生严重影响,国家海洋预报台今天下午继续发布海浪红色警报及风暴潮橙色警报。海浪警报(红色)。图源:国家海洋预报台风暴潮警报(橙色)。图源:国家海洋预报台海浪方面,受今年第12号台风“梅花”(强台风级)的影响,预计9月14日夜间至15日白天,东海南部将出现6到10米的狂浪到狂涛区,东海北部、黄海南部将出现3到5米的大浪到巨浪区,近海海域海浪预警级别为橙色;上海、浙江北部近岸海域将出现4到6米的巨浪到狂浪,该近岸海域海浪预警级别为红色,浙江南部、江苏南部、山东南部近岸海域将出现3到4米的大浪到巨浪,该近岸海域海浪预警级别为黄色,江苏北部近岸海域将出现2到3.3米的中浪到大浪,该近岸海域海浪预警级别为蓝色。国家海洋预报台提醒,在上述海域作业的船只需注意安全,沿海各有关单位提前采取防浪避浪措施。风暴潮方面,预计9月14日下午到15日下午,辽宁至山东半岛北部沿海将出现40到110厘米的风暴潮增水,山东半岛南部至江苏南通沿海将出现60到150厘米的风暴增水,长江口至浙江宁波沿海将出现130到280厘米的风暴增水,浙江台州沿海将出现30到80厘米的风暴增水。此外,上海市和浙江省嘉兴市的风暴潮预警级别为橙色,河北省唐山市、山东省日照市、浙江省绍兴市、宁波市和舟山市的风暴潮预警级别为黄色,天津市、河北省沧州市、山东省滨州市、潍坊市、烟台市和江苏省连云港市的风暴潮预警级别为蓝色。国家海洋预报台提醒,沿海政府及相关部门应按照职责做好防御风暴潮的应急抢险工作;组织各类船只回港避风,加固沿海渔业养殖水产设施和渔港设施,相关海上作业人员及时撤离;关闭沿海危险区域浴场和游乐设施,禁止人员到海边游玩;加强沿海海堤、水闸等设施的巡查,薄弱地区和危险地区的海堤及时加固除险,必要时,相关人员撤离转移到安全地带。编辑 樊一婧 校对 李立军返回搜狐,查看更多责任编辑:

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