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数字游戏中地方文化的沉浸式传播——以《黑神话:悟空》中的陕北说书为例

Immersive Communication of Local Culture in Digital Games:A Case Study of Northern Shaanxi Storytelling in Black Myth:Wukong
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摘要 “陕北说书”这一地方艺术形式在青年玩家群体中的走红,彰显了作为数字游戏的《黑神话:悟空》对地方传统文化传播的显著效力。研究运用米哈里“Flow”四通道模型,对游戏中的“陕北说书”相关文本进行分析,并对18位游戏玩家进行深度访谈,发现这些数字游戏玩家心流体验的形成过程大致经历了三个关键环节:数字游戏通过设置游戏目标和操作机制营造具有较高难度的“挑战”氛围,同时鼓励玩家通过多元化渠道提升游戏内外的技能水平并达成“挑战-技能”平衡,促使玩家产生心流体验;进入心流体验状态后,玩家对游戏及其叙事元素(如场景、角色、配乐、对白等)产生高度正向情感,与之关联的地方文化符号便被赋予相似的情感价值;最终,在玩家具有高度集中的注意力与较低的认知负荷的状态下,游戏中二度编码的地方文化元素实现了较为高效的沉浸式传播。数字游戏中地方文化沉浸式传播的核心路径与心流体验的中介转化作用密切相关,《黑神话:悟空》探索的地方文化沉浸式传播路径,值得游戏业及其他文化产业学习、借鉴。 The popularity of"northern Shaanxi storytelling"among young gamers highlights the significant effectiveness of the digital game Black Myth:Wukong in disseminating local traditional culture.This study employs Mihaly's four-channel"Flow"model to analyze in-game texts related to"northern Shaanxi storytelling"and conducts in-depth interviews with 18 players.It reveals the following pathways for immersive cultural transmission within digital games.Digital games create a challenging atmosphere through objective-driven mechanics and high difficulty thresholds.By encouraging players to enhance both in-game and real-world skills through diverse channels,they foster a"challenge-skill"equilibrium that induces flow experiences.Once immersed in flow,players develop strong positive emotions toward the game and its narrative elements(e.g.,environments,characters,soundtracks,dialogue),imbuing associated local cultural symbols with similar emotional value.Ultimately,within a state of heightened concentration and reduced cognitive load,the secondary-coded local cultural elements achieve highly efficient immersive dissemination.The core pathway for immersive dissemination of local culture in digital games lies in the mediating transformative role of flow experiences.This immersive dissemination pathway offers valuable insights for both the game and other cultural industries.
作者 赖黎捷 赵儒焜 LAI Lijie;ZHAO Rukun(Editing and Publishing Center,Chongqing Normal University,Chongqing 401331,China;College of Journalism and Communication,Chongqing Normal University,Chongqing 401331,China)
出处 《长沙大学学报》 2026年第1期27-37,48,共12页 Journal of Changsha University
关键词 数字游戏 地方文化 沉浸式传播 《黑神话:悟空》 陕北说书 心流体验 交互叙事 digital game local culture immersive communication Black Myth:Wukong northern Shaanxi storytelling flow experience interactive narrative
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