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

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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.
。 MX Ergo Clear 具有独特的按键触感,没有清脆的咔嗒声、辅以相对较轻的驱动力 —— 介于经典的 MX Clear 和茶轴(MX Brown)之间。值得一提的是,MX Ergo Clear 也是首个面向社区的 CHERRY MX 特别版键轴,许多发烧友都不会对它感到陌生。2011 年 3 月,名为 mtl 的网友在著名的 Geekhack 论坛上展示了这一修改。基本上只是将传统白轴(MX Clear)的弹簧,换成黑轴(MX Black)的版本。此举减少了按压(尤其是触底)所需的力度,从而带来了更顺畅的手感、以及更轻松的打字 / 游戏体验 —— 即使连续使用数小时,手指也不容易感到累。此外社区成员为弹簧和柱塞涂上了 PTFE 基润滑剂,以进一步优化驱动性能和声学效果。由于修改后的 MX Clear,现在感觉更像是经典白轴(MX Clear)和茶轴(MX Brown)的混合体。

二 | 但由于用户优化,打字手感较原版更出色,因而 mtl 将其命名为“Ergo Clear”。自那时起,这一 Mod 已被证明相当受欢迎。好消息是,在社区持续且强烈的呼吁下,Cherry 官方终于听取了大家的建议,从而为缺乏经验或改造材料的 DIY 机械键盘玩家带来了官方 Ergo Clear 选项。不过它并未使用 mtl 使用的 PTFE 基润滑剂,取而代之的是优质的高性能润滑脂。辅以高精密的自动化加工流程,可确保低摩擦和长期可靠润滑。

三 | 最终官方 Cherry MX Ergo Clear 提供了出色的按键手感、不会发出咔哒声,预触发行程为 2 mm、按压力度为 0.55 N(过后会减少到仅 0.4 N),并且具有超过 5000 万次的标称寿命。与所有 MX 键轴一样,MX Ergo Clear 由位于奥尔巴赫(Oberpfalz)的德国工厂制造,辅以全球独一无二且无与伦比的 Gold Crosspoint 接触系统,以实现始终如一的高精度和可靠输入。得益于低制造公差和高品控,它还确保了小于 1ms 的典型反弹时间,从而实现了超快的输入。

四 | 最后,CHERRY MX 将提供四个版本的 Ergo Clear 官方键轴。首先是 RGB 背光按键,其采用了半透明上身 + 自然色下身,专为 RGB / SMD LED 而优化。

五 | 集成的透镜和宽扩散区域,可确保 1680 万色的完整光谱和高亮度。

六 | 其次是非 RGB 版本,另外 CHERRY MX 有提供框架安装(3-pin)和带固定脚(5-pin)的 PCB 安装选项。

七 |
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