Digital Humanities Research ›› 2026, Vol. 6 ›› Issue (1): 82-74.

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

  

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

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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