当前位置:首页 >  域名 >  正文 > 回魂夜

  交易 任务 SEO服务 站长团购 联盟

回魂夜

降价90万成交!库里2910万美元出售1650平豪宅:包含7间卧室_我的网站

偷心俏冤家

A |     

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.
。    北京时间8月22日,勇士队超级球星斯蒂芬・库里又出售了一套阿瑟顿的豪宅。公开记录显示,库里夫妇将位于塞尔比巷28号的富丽宅邸售出,成交价2910万美元。2021年,他们就卖掉过阿瑟顿的另一处房产。         库里夫妇在2020年12月斥资3000万美元购入这套塞尔比巷的房产。该住宅坐落于阿瑟顿的红杉橡树社区,属于新建豪宅,拥有7间卧室、9间卫浴,居住面积1650平方米,配套设施也完全匹配顶级富豪的生活水准。这处宅邸包含度假风泳池与泳池休憩小屋、酒窖,以及设计精致的室内外连通客厅。不过这套豪宅也惹上过一些负面新闻。库里夫妇曾卷入邻避风波,他们公开反对自家住宅附近地块重新规划建房。库里夫妇在致当地政府的信件中写道:“我们恳请镇政府采纳新住房规划时,不要将奥克伍德23号地块纳入其中。”而该地块紧挨着他们家的地界。         同年12月还有新闻报道,一名入侵者闯入这套豪宅,径直走进客厅,家中保姆勒令其离开,该男子的目的是想要库里的签名,之后此人逃离现场,警方尚未将其抓获。库里目前还剩最后一年合同,不过他本人表态希望整个职业生涯都效力勇士。当地时间8月29日他就具备续约资格,最多可以签下一份为期两年的续约合同。随着这套豪宅售出,库里夫妇目前在湾区还持有哪些房产尚不清楚。不过他们看起来依旧定居于此。

B |

Current article:http://tgkew.cuntoujuefourantapai.cfd/iq1x72/fyx.html

Published on:22:28:13


    文章推荐

    分类排行榜

    专栏文章

    更多>

    服务推荐