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从技术身体到文化身体的在场递归——以角色扮演游戏《黑神话·悟空》为例

The Recursion of Presence: From the Technical Body to the Cultural Body——A Case Study of the Role-Playing Game Black Myth: Wukong

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【作者】 郭延龙李萌

【Author】 GUO Yanlong;LI Meng;School of Art, Hetian University of Xinjiang;Social Innovation Design Research Center, Anhui University;

【机构】 新疆和田学院艺术学院安徽大学社会创新设计研究中心

【摘要】 随着游戏科技的日益发展和普及,网络游戏中的身体体验经历了前所未有的延伸与增强,身体议题亦在此间的交流与互动中占据着重要位置。“在场”于游戏之中被认为是尤为重要的品质,其在“虚拟实境”中体现为由技术媒介和文化符号所带来的沉浸式体验和文化感知。从唐·伊德的的身体理论与技术文化观出发,以角色扮演游戏《黑神话·悟空》为例,可以探索技术身体何以在游戏文化的熏陶下,经历“在场”递归,并最终演替为玩家在游戏世界中的文化身份象征。游戏作为虚拟文化工具,丰富了数字技术背景下传统文化的表现维度,使玩家关注到游戏背后的真实世界与文化图景,将虚拟赛博空间的文化意蕴延伸至现实空间。

【Abstract】 The rapid advancement and widespread adoption of gaming technology have significantly expanded and enhanced the embodied experience in online games, elevating the role of bodily issues in communication and interaction. In this context, “presence” is increasingly recognized as a critical quality in gaming, manifested through the immersive experiences and cultural perceptions mediated by technical tools and cultural symbols. Drawing on Don Ed’s body theory and the concept of technological culture, this paper examines Black Myth: Wukong, a role-playing game, to explore how the technical body experiences the recursive phenomenon of “presence” under the influence of game culture. This process culminates in the evolution of a cultural identity for players within the game world. As a virtual cultural medium, games not only enrich the expression of traditional culture in the digital age but also prompt players to engage with the real-world and cultural narratives embedded within the game. In doing so, they extend the cultural implications of virtual space into tangible, real-world contexts.

【基金】 教育部供需对接就业育人项目“协同育人视角下数字创意产业人才培养路径研究”(项目编号:2024011303919);安徽省质量工程项目“面向三地一区十大新兴产业之数字创意产业协同育人体系研究”(项目编号:20225X008)
  • 【文献出处】 河北师范大学学报(哲学社会科学版) ,Journal of Hebei Normal University(Philosophy and Social Sciences) , 编辑部邮箱 ,2025年01期
  • 【分类号】G899
  • 【下载频次】343
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