作者:秉宗 来源:原创 时间:2026-08-26 阅读:7154 次

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

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8月5日,2026年中国攀岩联赛(贵州贵阳站)揭幕战在贵州省贵阳市观山湖区“贵州·彩湖国际攀岩中心”圆满落幕。    
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.
。在为期两天的比赛中,来自全国各省、自治区、直辖市的21支参赛队伍143名运动员,参加了男、女子速度和难度四个项目的比拼。(男子速度赛前三名)在8月4日举行的速度决赛中,来自湖南黄金攀岩队龙金宝、云南体职院攀岩俱乐部杨杰和李旭获得男子项目冠、亚、季军,来自上海东浩兰生攀岩队黄欣怡、贵州省攀岩队王春优璇、重庆壁虎王攀岩队范竞月获得女子项目冠、亚、季军。在8月5日举行的难度决赛中,来自江苏攀岩队朱成彬、浙江省攀岩队陈勇辰、重庆壁虎王攀岩队马元梁获得男子项目冠、亚、季军,来自上海东浩兰攀岩队卢一镜、广东省攀岩队谭有恬、浙江省攀岩队余依诺获得女子项目冠、亚、季军。2026年是中国攀岩联赛创办第九年,赛事推广主题为“美美与共,攀无止境”。

B | 随着洛杉矶奥运会攀岩速度、难度、攀石三大项目独立设项,本赛季中国攀岩联赛以奥运备战为核心,对标世界杯,首次在联赛各站比赛项目设置上实行差异化——每站比赛设置两个项目:速度和难度,或者速度和攀石,在巩固中国速度项目整体优势的同时,着力通过联赛平台选拔、挖掘更多难度、攀石项目潜力运动员。老将王者归来 新锐锋芒毕露男子组速度赛方面,湖南黄金攀岩队老将龙金宝半决赛中刷新个人最好成绩,最终一举拿下男子速度冠军。这是他在两个月前全国冠军赛止步第12名后的强势反弹,从巴黎奥运周期到洛杉矶奥运周期,这位2000年出生的“年轻老将”经历过伤病困扰和状态起伏。“我现在没有压力,只要能参赛就有归属感。”赛前他对名次并没有太大期待,只是全身心投入并享受比赛;最终用金牌宣告自己重回国内男子速度攀岩第一阵营,诠释资深运动员永不言弃的竞技精神。(女子难度选手卢一镜在比赛中)与此同时,一批年轻小将同步释放冲击力,与老将形成分庭抗礼之势。上海东浩兰生黄欣怡、重庆范竞月等新生代选手动作利落、爆发力突出,在女子速度项目中发挥出自己最好实力。难度赛场同样星光熠熠,女子难度项目冠亚季军卢一镜、谭有恬、余依诺,以及男子难度冠军朱成彬,均为2010年后出生的“10后”小将,年龄最小者尚不满16岁。其中,卢一镜在预赛、半决赛中完攀三条高难度线路,动作行云流水,展现出超越年龄的沉稳与力量。老将愈稳愈强,新锐愈战愈勇,中国攀岩的人才梯队正以最良性的方式完成代际交接。“夏训夏赛”平台价值凸显 顶级赛场佳绩频出今年7月至9月,贵州依托得天独厚的凉爽气候与完备专业的场地硬件,推出“夏训夏赛”系列活动,将举办各类体育赛事活动450余项、2000余场,涵盖群众体育、竞技体育、青少年赛事等多个类别,全力打造“跟着赛事来贵州”的品牌。

C | 作为该系列竞技体育板块的重头戏之一,本站中国攀岩联赛恰逢其时,为全国攀岩运动员搭建了优质的“以赛代练”平台。

D | 贵阳夏季独有的凉爽气候,为运动员稳定发挥、冲击个人极限提供了绝佳的外部条件。与此同时,本次赛事举办地“贵州·彩湖国际攀岩中心”经国际攀联认证并参照巴黎奥运会赛场设计,是一座具备奥运会竞赛级别的国际级攀岩竞赛场地,场地设施与国际大赛全面接轨。(黄欣怡、王春优璇女子速度赛比赛中)优质的场地硬件与宜人的气候条件叠加,转化为赛场上的实实在在的成绩。本次比赛期间涌现大批刷新个人最好成绩(PB)的运动员:湖南老将龙金宝在男子速度半决赛跑出 4 秒 91,刷新个人最好成绩;女子速度决赛中,上海小将黄欣怡对战贵州小将王春优璇,两人双双刷新个人最好成绩。

E | 跟着赛事来贵阳 “以赛营城”迈向新高度体育赛事是展示城市形象的重要窗口,也是推动文体旅融合发展的有效载体。

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G | 从“赛事进城”到“城市因赛事而精彩”,攀岩赛事正在成为推动体育与文旅深度融合的重要纽带,持续放大贵阳生态、气候、山地资源叠加优势,不断擦亮 “爽爽贵阳・山地户外运动胜地” 城市名片。本站比赛由国家体育总局登山运动管理中心、中国登山协会、贵州省体育局、贵阳市人民政府主办,贵州省山地户外运动发展中心、贵阳市体育局、观山湖区人民政府承办。

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