英文摘要 |
Gamification' has become an important concept in the fields of digital media and digital marketing. It used to refer to implant some game elements to nongame activities, to achieve some objectives beyond playing or gaming. Some critics pointed out that the concept of 'gamification' has already penetrated into many different aspects of our lives. This paper would like to show how 'gamification' is also used in the writing of history. In other words, for some cases discussed in this paper, we could see the 'gamification' of historical narrative. It is no doubt that there are plenty of electronic or video games in the game market that take history as their main theme. However, the game(s) discussed in this paper, 'Republican Warriors' (and its derivative works), were not made for profit-making, but for sharing. It only asked for donation from the gamers. It opened its own 'Modification' (MOD), which allows the gamers to modify or even create their own games. This paper picked two modified games as example and discuss how modified games could become an important 'carrier' of locality. In other words, this paper would like to discuss the following question: how the Hong Kong people using digital technology to gamify the local discourse through the format of '(quasi-)historical narrative', in other words, making digital texts as a carrier of 'digitalized locality' or digitalized Hong Kongness, continuing the construction and modification of the 'third wave of local consciousness' from offline society to online community? |