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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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北京时间7月6日凌晨,2022温网男单1/4决赛上演一场焦点战,赛会头号种子、卫冕冠军德约科维奇经过3小时35分钟的苦战,在以5比7和2比6先丢两盘的情况下,以6比3、6比2和6比2连扳三盘,逆转淘汰10号种子、意大利新锐辛纳。

B | 这是德约科维奇第七次在温网上演让二追三的好戏。在挺进温网单打四强后,德约接下来的对手将是东道主选手诺里。

C | 意大利新锐辛纳,上一轮淘汰西班牙00后天才少年阿尔卡拉斯,职业生涯第一次进入温网8强,8强也是辛纳四大满贯最好的战绩。面对小德这样的顶级选手,辛纳只能以拼为主,减少失误,力争爆冷。首盘比赛辛纳就在德约4比1领先后,抓住对手松懈的机会,先是强势追回三局,又凭借强大的发球武器,以7比5拿下首盘。

丢掉首盘的德约科维奇一度陷入自我怀疑的困境,在发球和网前小球都失去手感。辛纳乘胜追击,率先破发之下6比2再取一盘。

D | 但在前两盘的相持中,德约慢慢找回了状态和自信,转眼在第三盘用同样率先破发的方式打击了辛纳的信心。随着德约科维奇找回手感和信心,胜利的天平迅速向卫冕冠军一方倾斜。辛纳的主动失误也比前两盘多了起来。意大利新锐在后三盘没能给对手制造过多麻烦,最终在这场耗时3小时35分钟的五盘大战后,目送卫冕冠军晋级。至此,德约科维奇在温网最近7场先丢两盘的大战中全都笑到了最后。此外,随着英国选手诺里五盘艰难击败比利时老将戈芬,职业生涯首次挺进大满贯男单四强,他将在半决赛中面对卫冕冠军德约科维奇。女单方面,3号种子贾巴尔在先输一盘的情况下,最终苦战三盘淘汰捷克球员布兹科娃,携草地巡回赛10连胜职业生涯首次挺进大满贯女单四强。贾巴尔半决赛将面对34岁的德国妈妈级球员玛利亚。文/本报记者 褚鹏  供图/视觉中国

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