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媳妇的美好时代

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

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A |     人民网天津4月21日电     (记者孙翼飞)近日,京津冀三地民政部门联合印发《关于进一步深化京津冀养老服务协同发展的实施方案》(以下简称《实施方案》)。《实施方案》提出,将加快推进京津冀地区养老政策、项目、人才、医养、区域、行业协同,引导更多优质养老资源向河北省等地延伸布局,为京津籍老年人异地养老、回乡养老提供更多选择。    

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.
。  按照“政府引导、市场运作、合作共建、同质同标”原则,三地将建立更加紧密高效的京津冀养老服务协同工作推进机制,实现京津冀养老服务有效衔接、养老机构等级评定和老年人能力评估结果互认;京津冀养老服务人才培训、合作交流持续深化,养老服务人才资源互补、有序流动,养老服务质量同步提升;加快推动在京优质养老资源、医疗卫生资源向津冀地区延伸布局,促进京籍老年人异地养老、异地就医更加便捷,推动京津冀地区养老服务协同发展不断迈上新台阶。  具体内容上,《实施方案》列出任务清单。

B | 其中包括:要建立完善京津冀养老服务协同机制,每年召开一次工作会议。建立三地民政部门日常沟通联络机制,每季度就养老服务协同发展工作进展、困难问题等进行会商协调。

C |   政策协同方面,推动出台养老机构等级评定结果和老年人能力评估结果互认政策,评定结果在京津冀地区全域内互认。  项目协同方面,搭建京津冀地区资源对接平台,定期组织民政部门和养老机构或企业深入天津市武清区、宝坻区、蓟州区等环京周边地区对接养老服务项目需求、资源供给等情况。支持京津冀地区养老机构或企业通过新建、合作共建等多种方式建设养老机构、康养社区,鼓励京津籍老年人旅居康养。  人才协同方面,京津冀民政部门联合开展京津冀养老服务人才培训行动,通过“线上+线下”方式,举办不同类型培训班。

D | 培训考试合格的颁发培训证书,纳入京津冀三地联合培训人才库。定期举办京津冀养老服务人才供需专场招聘对接会,拓展养老服务企业引进护理人员的渠道,促进京津冀地区养老服务人才资源共享、有序流动。  《实施方案》提出,将深入推动京津冀医养协同。三地民政部门将联合卫生健康、医保、中医等部门,推动建立医养协同对接机制,协调定期召开京津冀医养协同交流座谈会;发挥北京中医医疗优势,推动北京市中医医疗机构与有内设医疗机构资质的津冀养老机构协作。  在深入推动京津冀区域协同方面,《实施方案》提出,支持北京市东城区、西城区分别在津冀地区投资建设或合作共建养老机构,优先定向接收核心区户籍老年人。

E |   行业协同方面,《实施方案》提出,要积极发挥三地行业协会的引领聚合作用,推动三地养老服务市场主体交流合作,切实提升三地养老服务机构发展实效。

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Published on:20:42:43


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