梨园春
台湾青年钢琴家来皖任教:用音符串起“小家”和“大家”_叶士贤_安徽_我的网站

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原标题:台湾青年钢琴家来皖任教:用音符串起“小家”和“大家”合肥9月12日电 题:台湾青年钢琴家来皖任教:用音符串起“小家”和“大家”记者 张俊在安徽艺术学院的音乐厅里,叶士贤夫妇一人拉着小提琴,一人弹奏着钢琴,美妙的音乐在校园里回荡。这对学生眼中的“神仙眷侣”,不仅因为音乐相识相爱,结为连理,更用音符串起“小家”和“大家”。
Liu Mengfei at Beijing's Homoludens Archive Photo: Courtesy of Liu Mengfei
Inside Beijing's Homoludens Archive, shelves are filled with books, game consoles, game cartridges and other materials tracing the history of video games. For Liu Mengfei, the archive's director and chair of the academic committee of the Gamification Professional Committee, these collections preserve more than the evolution of games, they also capture the cultural memories of a generation.
A PhD in history from Tsinghua University, Liu has spent more than a decade studying the social impact of games, the role of games in history and digital humanities. Throughout her career, she has continued to explore the relationship between games and people: Why do humans create games? And how do games shape culture and society?
Books, meanwhile, have been an important gateway through which Liu has come to understand the world of games.
"The real value of a book lies not simply in what it tells you, but in whether it can change the way you understand the world and people," Liu told the Global Times.
Books meet games
In 2007, being an undergraduate history student, Liu wrote her thesis on the links between ancient Celtic religion and modern digital games.
To study original sources such as The Gallic War by Roman author Julius Caesar, she taught herself Latin. As her research extended into modern games, she also began reading the rulebooks of Dungeons & Dragons, a tabletop role-playing game.
"From historical texts to game rulebooks, these reading experiences seemed to belong to completely different worlds, but they gradually led me to realize that games are not simply entertainment products. They also contain history, culture and the relationships between people and society," she said.
Later, Homo Ludens, by Dutch historian Johan Huizinga, further transformed the way she understood games. The book gives a theory that humans are not only Homo sapiens, or "rational beings," but also Homo ludens, or "playing beings," and that games are deeply intertwined with human culture, from language and art to religious rituals and sports.
The book had a profound influence on her. It points out that the foundations of human society — language, civilization, religious rituals, sports and art, are all connected to play and games, because we are Homo ludens, "the playing human."
"The idea prompted me to view games from a broader perspective," Liu said. "Games are not an appendage outside human civilization, but are deeply connected to cultural creation and social life."
"It also showed me that games and game-based thinking could extend into broader fields, including education and technology," she added.
She later read other works on game studies, including Play Between Worlds: Exploring Online Game Culture, Half-Real and Rules of Play Game Design Fundamentals. Play Between Worlds, in particular, opened up another possibility for game studies at a time when discussions about "internet addiction" were prevalent in China.
"Games are not simply a form of entertainment that needs to be restricted or criticize;. they can also serve as important media for storytelling, cultural expression and exploring relationships," she said.
These reading experiences gradually shifted Liu's focus from simply asking "What are games?" to a deeper question: What can games bring to people?
Beyond time and technology
Periodically, Liu still returns to Homo Ludens in her free time, finding new insights from the book as society changes. In the age of artificial intelligence, she has revisited one of its fundamental questions: As AI becomes increasingly capable of handling repetitive tasks and surpasses humans in efficiency, what does it mean to be human?
"As AI takes over more monotonous and repetitive work, the time freed up should be devoted to creativity, experience and human relationships," she said. "The time we gain should actually be used to become better at 'playing humans.'"
For Liu, this also requires people to maintain their ability to think, imagine and reflect -- abilities that cannot be gained through simply receiving information. This has also prompted her to reconsider the meaning of reading.
In an era when AI can quickly summarize an entire book, Liu believes people still need to read the original works in full, because the value of reading lies in more than simply acquiring knowledge and conclusions.
"Reading a book is like a form of cultivation. You have to immerse yourself in it, patiently allow the author to take you on a journey, and find your own island along the way," she said.
For Liu, the value of reading is not limited to books on paper. As media evolve, so do the ways people encounter stories and understand culture. Some digital works are now becoming new vehicles for reading.
Chinese-developed games such as Genshin Impact contain hundreds of thousands, and even more than a million Chinese characters of text, while Black Myth: Wukong uses its "Journal" system to tell the stories of individual monsters through written entries.
"Digital games are carrying forward traditions inherited from literature and film, becoming new gateways, through which young people can enter the worlds of literature, history and traditional culture," she said.
"An important reason why Black Myth: Wukong has succeeded in communicating Chinese culture is that it does not simply insert traditional cultural symbols into a game. Instead, it draws on the original Journey to the West, contemporary works inspired by the classic, as well as the game's own rules and interactions, allowing players to develop a new understanding of traditional culture through their actions," she noted.
For Liu, the forms of reading may change, but the desire to understand the world and discover oneself will not. From books to digital worlds, what matters is not only what people read or play, but how they think, create and find meaning through these experiences.
。叶士贤1992年出生于台湾云林,自小学习钢琴的他,2010年以全额奖学金考取新加坡国立大学杨秀桃音乐学院,是台湾当年唯一录取的学生。四年的校园时光,他不仅练就了一手精湛的钢琴演奏技艺,还遇到了来自安徽铜陵学习小提琴的孙欢欢。钢琴与小提琴是古典音乐的代表性乐器,二者结合在一起能奏出最美妙的乐曲。叶士贤和孙欢欢不仅在音乐上配合默契,还先后被美国克利夫兰音乐学院和加拿大蒙特利尔大学音乐学院录取,留学深造。2021年,博士毕业的两人面临未来去哪里发展的难题。“近年来,安徽在社会经济各方面都发展迅速,艺术氛围也非常浓厚。”叶士贤告诉记者,他第一次来安徽的时候,就觉得很亲切,有一种家的感觉。两人在商量后,决定来到安徽合肥,在这里开辟自己的音乐事业。恰逢安徽艺术学院对外引进高层次人才,叶士贤和孙欢欢一起报名了,凭借着优异的成绩,两人顺利地成为高校老师。“安徽有很多学习音乐的孩子,我和妻子来到安徽艺术学院,就是希望为这里的学生提供一个学习古典音乐的平台。”叶士贤说。“音乐对于我来说不仅是一门艺术,更是一种传递爱的方式。”叶士贤表示,他非常喜欢校园里的生活,希望通过严格而周密的教学,不仅教会学生们音乐知识和演奏技巧,更传递音乐中蕴含的一种力量,为他们的未来发展提供一个强大的支撑点。
。
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Inside Beijing's Homoludens Archive, shelves are filled with books, game consoles, game cartridges and other materials tracing the history of video games. For Liu Mengfei, the archive's director and chair of the academic committee of the Gamification Professional Committee, these collections preserve more than the evolution of games, they also capture the cultural memories of a generation.
A PhD in history from Tsinghua University, Liu has spent more than a decade studying the social impact of games, the role of games in history and digital humanities. Throughout her career, she has continued to explore the relationship between games and people: Why do humans create games? And how do games shape culture and society?
Books, meanwhile, have been an important gateway through which Liu has come to understand the world of games.
"The real value of a book lies not simply in what it tells you, but in whether it can change the way you understand the world and people," Liu told the Global Times.
Books meet games
In 2007, being an undergraduate history student, Liu wrote her thesis on the links between ancient Celtic religion and modern digital games.
To study original sources such as The Gallic War by Roman author Julius Caesar, she taught herself Latin. As her research extended into modern games, she also began reading the rulebooks of Dungeons & Dragons, a tabletop role-playing game.
"From historical texts to game rulebooks, these reading experiences seemed to belong to completely different worlds, but they gradually led me to realize that games are not simply entertainment products. They also contain history, culture and the relationships between people and society," she said.
Later, Homo Ludens, by Dutch historian Johan Huizinga, further transformed the way she understood games. The book gives a theory that humans are not only Homo sapiens, or "rational beings," but also Homo ludens, or "playing beings," and that games are deeply intertwined with human culture, from language and art to religious rituals and sports.
The book had a profound influence on her. It points out that the foundations of human society — language, civilization, religious rituals, sports and art, are all connected to play and games, because we are Homo ludens, "the playing human."
"The idea prompted me to view games from a broader perspective," Liu said. "Games are not an appendage outside human civilization, but are deeply connected to cultural creation and social life."
"It also showed me that games and game-based thinking could extend into broader fields, including education and technology," she added.
She later read other works on game studies, including Play Between Worlds: Exploring Online Game Culture, Half-Real and Rules of Play Game Design Fundamentals. Play Between Worlds, in particular, opened up another possibility for game studies at a time when discussions about "internet addiction" were prevalent in China.
"Games are not simply a form of entertainment that needs to be restricted or criticize;. they can also serve as important media for storytelling, cultural expression and exploring relationships," she said.
These reading experiences gradually shifted Liu's focus from simply asking "What are games?" to a deeper question: What can games bring to people?
Beyond time and technology
Periodically, Liu still returns to Homo Ludens in her free time, finding new insights from the book as society changes. In the age of artificial intelligence, she has revisited one of its fundamental questions: As AI becomes increasingly capable of handling repetitive tasks and surpasses humans in efficiency, what does it mean to be human?
"As AI takes over more monotonous and repetitive work, the time freed up should be devoted to creativity, experience and human relationships," she said. "The time we gain should actually be used to become better at 'playing humans.'"
For Liu, this also requires people to maintain their ability to think, imagine and reflect -- abilities that cannot be gained through simply receiving information. This has also prompted her to reconsider the meaning of reading.
In an era when AI can quickly summarize an entire book, Liu believes people still need to read the original works in full, because the value of reading lies in more than simply acquiring knowledge and conclusions.
"Reading a book is like a form of cultivation. You have to immerse yourself in it, patiently allow the author to take you on a journey, and find your own island along the way," she said.
For Liu, the value of reading is not limited to books on paper. As media evolve, so do the ways people encounter stories and understand culture. Some digital works are now becoming new vehicles for reading.
Chinese-developed games such as Genshin Impact contain hundreds of thousands, and even more than a million Chinese characters of text, while Black Myth: Wukong uses its "Journal" system to tell the stories of individual monsters through written entries.
"Digital games are carrying forward traditions inherited from literature and film, becoming new gateways, through which young people can enter the worlds of literature, history and traditional culture," she said.
"An important reason why Black Myth: Wukong has succeeded in communicating Chinese culture is that it does not simply insert traditional cultural symbols into a game. Instead, it draws on the original Journey to the West, contemporary works inspired by the classic, as well as the game's own rules and interactions, allowing players to develop a new understanding of traditional culture through their actions," she noted.
For Liu, the forms of reading may change, but the desire to understand the world and discover oneself will not. From books to digital worlds, what matters is not only what people read or play, but how they think, create and find meaning through these experiences.
。叶士贤1992年出生于台湾云林,自小学习钢琴的他,2010年以全额奖学金考取新加坡国立大学杨秀桃音乐学院,是台湾当年唯一录取的学生。四年的校园时光,他不仅练就了一手精湛的钢琴演奏技艺,还遇到了来自安徽铜陵学习小提琴的孙欢欢。钢琴与小提琴是古典音乐的代表性乐器,二者结合在一起能奏出最美妙的乐曲。叶士贤和孙欢欢不仅在音乐上配合默契,还先后被美国克利夫兰音乐学院和加拿大蒙特利尔大学音乐学院录取,留学深造。2021年,博士毕业的两人面临未来去哪里发展的难题。“近年来,安徽在社会经济各方面都发展迅速,艺术氛围也非常浓厚。”叶士贤告诉记者,他第一次来安徽的时候,就觉得很亲切,有一种家的感觉。两人在商量后,决定来到安徽合肥,在这里开辟自己的音乐事业。恰逢安徽艺术学院对外引进高层次人才,叶士贤和孙欢欢一起报名了,凭借着优异的成绩,两人顺利地成为高校老师。“安徽有很多学习音乐的孩子,我和妻子来到安徽艺术学院,就是希望为这里的学生提供一个学习古典音乐的平台。”叶士贤说。“音乐对于我来说不仅是一门艺术,更是一种传递爱的方式。”叶士贤表示,他非常喜欢校园里的生活,希望通过严格而周密的教学,不仅教会学生们音乐知识和演奏技巧,更传递音乐中蕴含的一种力量,为他们的未来发展提供一个强大的支撑点。

三 | 如今,已扎根合肥的两人也希望将古典音乐与安徽的文化历史结合到一起,通过举办音乐会等方式,为更多民众创造了解和学习古典音乐的机会,也为安徽的音乐艺术教育贡献一份力量。“在我身边,有很多像我这样来大陆发展的台湾青年,他们在各行各业发挥着自己的作用。”叶士贤表示,他和妻子是因为音乐走在一起,有了如今的“小家”,他也希望用音乐串联起两岸的“大家”。叶士贤表示,他非常看好安徽发展。未来,他也将发挥“桥梁纽带”作用,呼吁更多的台湾青年来到安徽发展,为两岸文化交流贡献自己的一份力量。记者从安徽省人民政府台湾事务办公室获悉,目前,在安徽的台商、台青共有3000余人,安徽正成为广大台湾同胞学习生活创业的乐土。(完) 返回搜狐,查看更多责任编辑:

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