“玩具、镜子、艺术”:游戏媒介的实践历程与数字青年的教育理路
“Toys, Mirrors, Art”: The Practice of Game Media and the Educational Path of Digital Youth
摘要: 《黑神话:悟空》不仅是一款游戏产品,更是数字青年依托数字技术开展文化创作与社会实践的典型案例。本文立足游戏媒介产业化、主流化的发展现实,针对游戏行业人才供给不足、技能结构不匹配等问题,将游戏媒介置于数字青年能力培养与职业发展的研究语境中,以保罗·莱文森的“玩具、镜子、艺术”媒介演进三阶段理论为分析框架,通过行业招聘数据、玩家社区评论与政策文本的内容分析,阐释游戏媒介从娱乐工具到文化载体再到艺术形态的演进过程。研究发现,《黑神话:悟空》集中呈现了游戏媒介的艺术转向,体现出数字技术与传统文化深度融合后的文化传播价值。
Abstract: “Black Myth: Wukong” is not merely a game product, but a paradigmatic case of digital youth engaging in cultural creation and social practice through digital technologies. Based on the industrialization and mainstreaming of game media, this paper addresses insufficient talent supply and mismatched skill structures in the gaming industry. Taking Paul Levinson’s “toy, mirror, art” three-stage media evolution theory as the analytical framework, it conducts content analysis on industry recruitment data, player community reviews and policy documents, exploring game media’s evolution from an entertainment tool to a cultural carrier and ultimately to an artistic form within the context of digital youth competency cultivation and career development. The findings demonstrate that “Black Myth: Wukong” epitomizes the artistic turn of game media, revealing the profound cultural representation and transmission value generated by the deep integration of digital technology and traditional Chinese culture.
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