Abstract:Entertainment is not only a pastime for relaxation and enjoyment, but also special practice for humans to transcend the limitations of reality by virtue of their imagination. From the perspective of humanistic care, the appearance of the Metaverse marks a major historical node triggered by entertainment digitalization movement: human cultural life is going beyond the real setting defined by material world, and extending to the virtual world created freely by human beings; through the metaverse platform, human beings are entering an era of cross-border life in which the physical world and the digital world are connected. There must be inherent social risks, which may result in social problems such as addiction and boredom of different degree. But more importantly, it will bring new life into the humanities, and will be widely used in literary and artistic creation and thus provide a broader space for it. As the internal motivation for human beings to create the Metaverse, entertainment serves more than entertaining purposes in the process of digital transformation, providing application scenarios for many scientific and technological achievements, thus becoming a civilization driving force affecting all fields of society. In other words, under the modulation of the humanistic attitude of “Tech for Social Good”, the Metaverse will transform the entertainment activities that were originally only a consumption and recreational activity into creative and productive humanistic digital activities, and thus the Metaverse itself becomes a productive force that drives human cross-border life.
简圣宇. 娱乐数字化:元宇宙创构的动力、风险及前景[J]. 《深圳大学学报》(人文社科版), 2022, 39(3): 33-43.
JIAN Sheng-yu. Entertainment Digitalization: Driving Force, Risks and Prospects for the Creation of Metaverse. , 2022, 39(3): 33-43.
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