千王之王重出江湖
全民健身与奥运同行 全民健身系列活动鸣枪开跑_我的网站

A | 本报讯 记者陈晶涛报道 为深入贯彻落实党的二十大精神,推动全民健身运动扎实开展,5月28日9时30分,“全民健身与奥运同行”2024年全民健身系列活动在黄土坎乡笔架山村新时代广场鸣枪开跑。本次活动由区委、区政府主办,区委宣传部、区总工会、区直机关工委、区文旅广电局承办,黄土坎乡政府协办。

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 technologyPeriodically, 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.
。副区长刘鹏出席活动并宣布开赛。

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本次活动设置了短程马拉松和欢乐跑2个项目。

C | 短程马拉松比赛分为男子组和女子组,设一等奖1名、二等奖2名、三等奖3名,路线为黄土坎乡笔架山村新时代广场至乌金塘水库派出所三岔路口折返回黄土坎乡笔架山村新时代广场,全程约13公里;欢乐跑不设置奖项,路线为黄土坎至乌金塘水库派出所,全程约7公里。山水相伴、绿树环绕,170余名跑步爱好者用奔跑的脚步感知乡村田园的独特魅力。肆意赛场,道不尽跑者风情。比赛途中,选手们你追我赶、坚持不懈地奔跑,展现了出色的体能和毅力,彰显了挑战自我、超越极限、坚韧不拔、永不放弃的马拉松精神。经过激烈角逐,夏文杰荣获男子组一等奖,丁一荣获女子组一等奖。为确保活动期间安全,活动现场设有2.5公里、5公里、终点3个补给点,确保补给充足。南票公安分局、南票交警大队、区融媒体中心、区卫健局、区红十字会、区财政局、区应急局、蓝天救援队等部门全程为活动提供精准服务。
近年来,南票区坚持开展全民健身系列活动,丰富职工群众文体生活,加速推进全区全民健身与全民健康深度融合,不断提升全民健身运动水平,以全民健身运动的活力,激发南票内生发展动力,营造了积极向上、朝气蓬勃的“活力南票”新形象。

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