数字人文研究 ›› 2026, Vol. 6 ›› Issue (1): 82-74.

• 攻玉以石 • 上一篇    下一篇

文化遗产的“游戏化生存”——兼论数字人文研究中的可玩性

王一楠,中国人民大学信息资源管理学院讲师、数字人文研究院研究员   

  • 出版日期:2026-03-28 发布日期:2026-07-16
  • 基金资助:
    中国人民大学科学研究基金项目“基于虚拟重建的城市日常遗产数字化保护策略研究”(25XNF031)成果

Gamified Being of Cultural Heritage: On the Playability in Digital Humanities Research

  • Online:2026-03-28 Published:2026-07-16

摘要:

文章以“游戏化生存”为理论命题,系统探讨文化遗产在数字原生范式中的存在方式及其认识路径。将电子游戏界定为兼具拟真系统、具身界面、可能时空与情动媒介四重属性的程序化建模/模拟系统,并揭示出其在强化联觉体验、激活身体图式、延展想象空间及引导公共行动等方面的机制潜能。基于此,进一步提炼出“可玩性”作为数字人文研究中的关键概念,将其界定为操作可能性与生成开放性的统一,并阐发其在融合表示、具身认知、动态推演与能量汇聚四个维度的方法论价值。研究指出,可玩性不仅是数字文化遗产的存续机制,更是推动人文知识生产方式从文本阐释转向模拟与体验的关键路径。

关键词: 文化遗产 , 游戏化生存 , 电子游戏 , 数字人文 , 可玩性

Abstract:

This paper takes "gamified being" as a theoretical proposition to systematically explore the mode of existence and cognitive pathways of cultural heritage within the digital-native paradigm.It defines video games as procedural modeling/simulation systems encompassing four attributes: simulacra systems, embodied interfaces, possible spacetimes, and affective media.The study further reveals their mechanistic potential in enhancing synesthetic experiences, activating body schemas, expanding imaginative spaces, and guiding public action.Building on this foundation, "playability" is identified as a key concept in digital humanities research, defined as the unity of operational possibility and generative openness.Its methodological value is elaborated across four dimensions: the fusion of representation, embodied cognition, dynamic deduction, and the convergence of energy.The research suggests that playability is not only a survival mechanism for digital cultural heritage but also a critical pathway for transforming the mode of knowledge production in the humanities from textual interpretation to simulation and experience.

Key words: cultural heritage , gamified being , video games , digital humanities , playability

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