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Experiencing China’s Intangible Cultural Heritage in Role-playing Games: Comparative Studies between MMORPGs and Larps 在角色扮演游戏中体验中国非物质文化遗产:mmorpg与Larps的比较研究
Pub Date : 2023-09-19 DOI: 10.33063/ijrp.vi14.358
Yuqiao Liu
In recent years, considerable attention has been devoted to preserving intangible cultural heritage (ICH) through games. From a combined game studies and heritage studies perspective, role-playing games (RPGs) have a unique advantage in that they immerse the player in a character to experience and understand the basics of culture in an engaging way. Among different types of role-playing games, live-action role-playing (larp) and massively multiplayer online role-playing games (MMORPGs) have a great potential to promote the learning of intangible cultural expressions and traditions that make them available to a wider public. In China, MMORPGs have had a positive impact on preserving China’s intangible heritage in virtual space and larps, specifically in the form of Jubensha, are also playing an important role in the same way. The purpose of this study is to delve into how the ICH of China is being represented in MMORPGs and larps as an educational tool. With that target in mind, a close reading of selected MMORPG games -- A Dream of Jianghu and Justice Online -- and a larp game -- The Secret of the Gauze Lantern -- was conducted. The goals of this research are to understand what cultural experiences are integrated in those role-playing games to introduce Chinese ICH and explore the main differences between them in representing those intangible cultural elements. After analyzing these RPGs in-depth, I argue that both MMORPGs and larps show potential to safeguard the intangible cultural heritage of China; while MMORPGs present national-level intangible elements from different regions of China, Jubensha as a kind of larp focuses more on the indigenous traditions and customs of small-scale local areas.
近年来,通过游戏保护非物质文化遗产受到了广泛关注。从游戏研究和传统研究的角度来看,角色扮演游戏(rpg)具有独特的优势,因为它们让玩家沉浸在角色中,以一种吸引人的方式体验和理解文化的基础。在不同类型的角色扮演游戏中,真人角色扮演(larp)和大型多人在线角色扮演游戏(mmorpg)在促进非物质文化表现形式和传统的学习方面具有巨大潜力,使其能够为更广泛的公众所使用。在中国,mmorpg对保护虚拟空间中的中国非物质遗产产生了积极影响,而larps,特别是聚本沙的形式,也以同样的方式发挥着重要作用。 本研究的目的是深入探讨中国的非主流文化如何在mmorpg和larps中作为一种教育工具呈现出来。带着这个目标,我们仔细阅读了MMORPG游戏——《江湖梦》和《正义在线》,以及大型游戏——《纱灯的秘密》。本研究的目的是了解这些角色扮演游戏中融入了哪些文化体验,以介绍中国的非物质文化元素,并探讨它们在表现这些非物质文化元素方面的主要差异。在对这些角色扮演游戏进行深入分析后,我认为mmorpg和larps都具有保护中国非物质文化遗产的潜力;mmorpg呈现了来自中国不同地区的国家级无形元素,而聚本沙作为一种游戏,更侧重于小范围地方的本土传统和习俗。
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引用次数: 0
International Journal of Role-playing 13 -- Full Issue -- IJRP 国际角色扮演杂志第13期-完整版- IJRP
Pub Date : 2023-05-15 DOI: 10.33063/ijrp.vi13.303
Sarah Lynne Bowman, William J. White, Evan Torner, Maryanne Cullinan, Jennifer Genova, Josefin Westborg, Aditya Anupam, Shuo Xiong, Ruoyu Wen, Huijuan Zheng, Miguel Angel Bastarrachea Magnani, Ayça Durmus, Sedef Topcuoglu, Giuseppe Femia, Albert R. Spencer
IJRP 13: Full Issue Table of Contents Sarah Lynne Bowman, William J. White, and Evan Torner, "Editorial: Transformative Play Seminar 2022: Education,Personal Development, and Meaning Making” This special issue is the first of a two-part series collecting the short articles presented during the Transformative Play Initiative Seminar, held at Uppsala University Campus Gotland in Visby, Sweden on October 20-21, 2022. Maryanne Cullinanand Jennifer Genova, “Gaming the Systems: A Component Analysis Frameworkfor the Classroom Use of RPGs” This article presents guidelines for constructing educational experiences with learning role-playing games (LRPGs) based on specific learning objectives, including academic skills, social emotional skills, and executive functioning skills. Josefin Westborg, “The Educational Role-Playing Game Design Matrix:Mapping Design Components onto Types of Education” This article offers categories for understanding different facets of learning and role-playing games, including setting, purpose, framing, type of processing, and learning objectives. Types of games categorized include leisure, stand-alone educational RPGs, RPGs in education, and Educational RPGs. Aditya Anupam, "Playing the Belly of the Beast: Games for Learning Strategic Thinking in Tech Ethics" This article discusses the design of an interactive digital narrative the author is developing called Lights Out Warehouse, which is geared toward engineering students in universities. The game explores ethical issues around automated labor and organizing. Xiong Shuo,Ruoyu Wen, andHuijuan Zheng, “The Player Category Research of Murder Mystery Games” This article introduces the development process of Jubensha in China. Inspired by Bartle’s (1996) Player Taxonomy the authors build a model of a player typology for MMG, including the professor, braggart, conqueror, detective, actor, politician, socializer, and viewer. Miguel Angel BastarracheaMagnani, “A Coin with Two Sides:Role-Playing Games as Symbolic Devices” This article explores RPGs through the lens of philosophy and depth psychology. He discusses their ritual and mythic nature and how these elements converge as symbols. Ayça Durmus andSedef Topcuoglu, “Self Arcana: A Self-Reflective, Story-Based Tarot Game” This article discusses the development of Self Arcana, a role-playing game involving drawing one’s own tarot cards and engaging in storytelling in order to achieve greater self-insight. The authors offer a duoethnography featuring their experiences designing and playing the game. Giuseppe Femia, “A Reparative Play in Dungeons & Dragons” This article highlights RPGs’ potential for reparative play in which participants can express queer identities. The author includes an autoethnographic account of his experiences in Dungeons & Dragons, which allowed him to express his assexuality in meaningful ways. Alber
IJRP 13:完整版 目录 Sarah Lynne Bowman, William J. White和Evan Torner,“社论:变革游戏研讨会2022:教育,个人发展和意义创造” 本期特刊是由两部分组成的系列文章中的第一期,收集了2022年10月20日至21日在瑞典维斯比的乌普萨拉大学哥特兰校区举行的“变革游戏倡议研讨会”上发表的短文。Maryanne Cullinanand Jennifer Genova,“游戏系统:rpg课堂使用的组件分析框架” 本文提出了基于特定学习目标(包括学术技能、社交情感技能和执行功能技能)构建学习型角色扮演游戏(lrpg)教育体验的指导原则。Josefin Westborg,“教育角色扮演游戏设计矩阵:将设计组件映射到教育类型” 本文为理解学习和角色扮演游戏的不同方面提供了分类,包括设置、目的、框架、处理类型和学习目标。游戏类型包括休闲类、独立教育类rpg、教育类rpg和教育类rpg。Aditya Anupam,《扮演野兽的肚子:学习技术伦理中的战略思维的游戏》 本文讨论了作者正在开发的一种名为“熄灯仓库”的交互式数字叙事设计,该设计面向大学工程专业的学生。这款游戏探讨了围绕自动化劳动和组织的道德问题。 熊硕,温若玉,郑慧娟,“谋杀悬疑游戏的玩家类别研究” 本文介绍了聚本沙在中国的发展历程。受Bartle(1996)的《玩家分类法》的启发,作者为MMG构建了一个玩家类型模型,包括教授、吹牛大王、征服者、侦探、演员、政治家、社交者和观众。Miguel Angel BastarracheaMagnani,《硬币的两面:角色扮演游戏作为象征设备》 本文将从哲学和深度心理学的角度探讨rpg。他讨论了它们的仪式和神话性质,以及这些元素如何融合为符号。 ayrada Durmus和sedef Topcuoglu,《Self Arcana:一款基于自我反思的故事塔罗牌游戏》 本文将讨论《Self Arcana》的开发过程,这是一款角色扮演游戏,玩家可以通过抽自己的塔罗牌并参与故事叙述,从而获得更大的自我洞察力。作者提供了一份关于他们设计和玩游戏的经验的多重人种志。 Giuseppe Femia,《A Reparative Play in Dungeons》;龙“& # x0D;这篇文章强调了rpg在修复性游戏中的潜力,玩家可以在其中表达酷儿身份。作者将自己在《地下城》中的经历写成了一篇民族志。龙,这让他能够以有意义的方式表达他的性取向。 Albert R. Spencer,《吸血鬼福柯:情色恐怖角色扮演游戏作为一种自我技术》 这篇文章描述了情色恐怖角色扮演游戏的潜力,例如《黑暗世界》提供了变革流血的机会。
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 Table of Contents
 Sarah Lynne Bowman, William J. White, and Evan Torner, \"Editorial: Transformative Play Seminar 2022: Education,Personal Development, and Meaning Making”
 This special issue is the first of a two-part series collecting the short articles presented during the Transformative Play Initiative Seminar, held at Uppsala University Campus Gotland in Visby, Sweden on October 20-21, 2022.
 Maryanne Cullinanand Jennifer Genova, “Gaming the Systems: A Component Analysis Frameworkfor the Classroom Use of RPGs”
 This article presents guidelines for constructing educational experiences with learning role-playing games (LRPGs) based on specific learning objectives, including academic skills, social emotional skills, and executive functioning skills.
 Josefin Westborg, “The Educational Role-Playing Game Design Matrix:Mapping Design Components onto Types of Education”
 This article offers categories for understanding different facets of learning and role-playing games, including setting, purpose, framing, type of processing, and learning objectives. Types of games categorized include leisure, stand-alone educational RPGs, RPGs in education, and Educational RPGs.
 Aditya Anupam, \"Playing the Belly of the Beast: Games for Learning Strategic Thinking in Tech Ethics\"
 This article discusses the design of an interactive digital narrative the author is developing called Lights Out Warehouse, which is geared toward engineering students in universities. The game explores ethical issues around automated labor and organizing.
 Xiong Shuo,Ruoyu Wen, andHuijuan Zheng, “The Player Category Research of Murder Mystery Games”
 This article introduces the development process of Jubensha in China. Inspired by Bartle’s (1996) Player Taxonomy the authors build a model of a player typology for MMG, including the professor, braggart, conqueror, detective, actor, politician, socializer, and viewer.
 Miguel Angel BastarracheaMagnani, “A Coin with Two Sides:Role-Playing Games as Symbolic Devices”
 This article explores RPGs through the lens of philosophy and depth psychology. He discusses their ritual and mythic nature and how these elements converge as symbols.
 Ayça Durmus andSedef Topcuoglu, “Self Arcana: A Self-Reflective, Story-Based Tarot Game”
 This article discusses the development of Self Arcana, a role-playing game involving drawing one’s own tarot cards and engaging in storytelling in order to achieve greater self-insight. The authors offer a duoethnography featuring their experiences designing and playing the game.
 Giuseppe Femia, “A Reparative Play in Dungeons & Dragons”
 This article highlights RPGs’ potential for reparative play in which participants can express queer identities. The author includes an autoethnographic account of his experiences in Dungeons & Dragons, which allowed him to express his assexuality in meaningful ways.
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引用次数: 0
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International Journal of Role-Playing
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