国内我的网站主页 > 我的网站国内 >
摘要:意外...

荆轲刺秦王

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

00后

一 |     

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.

二 |     

8月24日,沈阳于洪区农业农村局发布情况通报:8月23日,媒体报道沈阳市张士物流园兽药门店违规售卖兽用管制药品问题,于洪区农业农村局高度重视,联合区公安分局迅速开展现场核查处置。现已对涉事两家门店涉案药品和经营台账当场封存,并依法立案调查,对违法经营行为,坚决查处绝不姑息。下一步,我区将全面开展兽用管制药品专项排查整治,压实监管责任,规范行业经营秩序,自觉接受社会监督。

图片此前据央视财经报道,兽用精神药品盐酸赛拉嗪作为兽用处方药,在销售和使用环节中本该有严格的管控。

三 | 然而由于药品随意流通以及其特殊的药效,被一些吸毒、贩毒、制毒的不法分子盯上。根据农业农村部、公安部第800号公告,兽用麻醉药品和兽用精神药品纳入兽用处方药管理,不得网络销售、不得广告宣传,严禁以兽用名义取得后供人使用。然而在长春双阳区几家兽药门店,记者轻松买到了兽用麻醉注射液,同时并没有被告知注意事项和使用剂量。在沈阳张士物流园区内的华正兽药店和同和兽药店,同样也在违规出售盐酸赛拉嗪注射液。在某短视频平台,央视财经记者点击进入一个名为“兜有米”的账号主页,看到博主发布了很多介绍盐酸赛拉嗪注射液的帖子和日常发货视频。随后记者通过主页信息添加微信,微信沟通中,对方透露,除了盐酸赛拉嗪注射液,他还在销售一款名为“舒泰50”的兽用麻醉药品。记者查询得知,“舒泰50”通用名称为“注射用盐酸替来他明、盐酸唑拉西泮”,是一种动物手术或检查时使用的注射麻醉剂。央视财经记者查询发现,“舒泰50”之所以不断有人在网上兜售,原因竟然是,这款兽用麻醉药品已经成为新型毒品——上头电子烟的核心原料!图片从“舒泰50”中,可以提纯出替来他明,不法人员往往会将提纯出的替来他明加入电子烟烟油中,制成新型毒品,进行售卖,牟取暴利。更让记者感到意外的是,替来他明的提纯教程,竟然也可以在网上轻易买到!替来他明极易成瘾,吸食含替来他明的电子烟后会产生幻觉及暴力攻击行为,长期吸食严重损害大脑和神经系统,过量吸入可致呼吸骤停猝死。

四 | 图片2026年6月17日,公安部、国家卫生健康委员会和国家药品监督管理局联合发布公告,决定将替来他明等16种物质列入《非药用类麻醉药品和精神药品目录》。公告自2026年7月1日起施行。这意味着,非法生产、贩卖、运输、持有、吸食替来他明,均属于涉毒违法犯罪行为,将严格依照法律法规追究责任。

五 | 来源丨于洪发布 央视财经

Current article:http://o67pmi.dingruorenhongqiaminmeipeiliu.cyou/vym5/4t1krl.html

Published on:13:31:11