Traditional Culture Encyclopedia - Traditional festivals - Is there a connection between recreational gaming and the culture industry? Why?
Is there a connection between recreational gaming and the culture industry? Why?
The cultural industry can basically be divided into three categories:
1. industries producing and selling cultural products in the form of relatively independent objects (such as the production and sale of books, newspapers and magazines, film and television, audio-visual products, etc.); 2. cultural service industries in the form of labor services (such as theater and dance performances, sports, entertainment, planning, brokerage, etc.); 3. industries offering cultural added-value to other commodities and industries to provide cultural value-added industries (such as decoration, decoration, image design, cultural tourism, etc.).
The game belongs to the entertainment cultural industry, playing games is a cultural activity, protected by law, citizens have the freedom to participate in cultural activities. Many game works have beautiful visual design, strong storytelling and interactivity, strong infectious force, and are a perfect combination of entertainment and historical and cultural education.
Games have become the most popular and normal way of life and entertainment for contemporary people. Data shows that by 2020, China's game user scale reached 665 million, while the global game user scale is expected to exceed 3 billion in 2023. In other words, one out of every 2.5 people plays games. Games have also begun to consciously merge into the wave of Chinese cultural dissemination, making a contribution to the spread of Chinese culture. These games are either based on traditional cultural elements such as clothing, architecture, music, etc., or adopt traditional history and culture as the background of their stories and worldviews.
Since the beginning of this century, the development of serious games with the main purpose of art, history, and social education has become more mature in Western countries. The scope of serious games has far exceeded the functional boundaries of vocational skills training such as "SimCity", and has become a product of the organic combination of entertainment, art and public ****.
The high interactivity, convening power, and reproducibility of game culture bring more cross-border cooperation possibilities for more industries. As long as all parties abandon all kinds of misjudgments and prejudices about the value positioning of the game industry, and return to the original heart of the human game culture of sensibility and intelligence, the game application in the popularization and inheritance of cultural heritage will certainly be very promising.
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