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Journal of Library and Information Science in Agriculture ›› 2024, Vol. 36 ›› Issue (11): 64-78.doi: 10.13998/j.cnki.issn1002-1248.24-0760

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Group Socialization of Digital Games to Encourage Users' Autonomous Reading Behavior and Content Backtracking: Based on the Domestic Console Game “Black Myth: WUKONG” Known Outside of Fixed Circle

Chaochen WANG1, Ayang QI2, Xiaoqing XU3, Linwei CUI4()   

  1. 1. Jilin University, Changchun 130012
    2. Donghua University Library, Shanghai 201620
    3. School of Information Science and Technology, Northeast Normal University, Changchun 130012
    4. College of Information Resource Management, Liaoning University, Shenyang 110036
  • Received:2024-09-27 Online:2024-11-05 Published:2025-04-09
  • Contact: Linwei CUI

Abstract:

[Purpose/Significance] Research on the behavioral stimulation of online social platform interactions triggered by IP-based games on users' active learning and reading, the social demands within gaming communities and their derivative reading-sharing interactions constitute dual intrinsic motivations that promote autonomous reading behaviors. Exploring new developmental directions for reading promotion through digital game dynamics and group-based social guidance provides broader research perspectives for innovative knowledge acquisition and pedagogical learning paradigms. [Method/Process] Based on the game "Black Myth: WUKONG" as the research background, we collected relevant comments and original texts from four social media platforms. Using the LDA model for topic classification of the effectively collected data, users who demonstrated marked behavioral tendencie towards book-related engagement and reading activities attributable to the "WUKONG" game experience were manually identified from the aforementioned dataset. We explored the details of their social discourse and the behavior of user accounts through user-account backtracking, studying the factors that stimulate users' interest in reading and active reading behavior. [Results/Conclusions] Analysis of the five thematic clusters identified by the LDA modeling revealed that in the user behaviors focused on the theme of cultural exploration, 38.3% of the user behavior data showed increased exploratory engagement with original literary works and related content during "WUKONG" mediated group interactions. Whether this interactive exploration closely connects to reading habits needs further study. Further research has shown that a portion of users were influenced in their subsequent behaviors by this game and social interaction. Through text mining of user content on key topics, analysis revealed that 61.15% of user accounts had no prior engagement history, representing first-time participants in the cultural learning interactions of the "WUKONG" game. Notably, 23.7% of this cohort spontaneously expressed self-directed reading intentions during the game-social scenario. As the dominant subgroup in the dataset, their behavioral patterns suggest that gamified social platforms may serve as critical trigger mechanisms. It was found that the factors that stimulate users to read independently include competing for the right to speak in social interactions and obtaining gaming experiences. Accordingly, strategic practices for autonomous reading should accordingly be implemented through digital content guides, transmedia narrative interactions, and visual scene experiences. This research investigates the orienting mechanisms of digital games and community interactions in edutainment convergence, demonstrating both theoretical value and practical implications for user behavior analysis and reading promotion. While the study design ensured breadth of data collection, the heterogeneity of social attributes across platforms warrants further investigation. Subsequent studies should conduct platform-specific comparative experiments to strengthen the empirical foundation for behavioral intervention strategies.

Key words: digital games, group socialization, autonomous reading, LDA model, reading promotion, cultural confidence

CLC Number: 

  • G252.17

Fig.1

The document generation process and graphical representation of the LDA topic model"

Fig.2

Research framework for users' autonomous reading behavior in group social interaction in the context of digital games"

Table 1

Data source and the distribution of valid data"

抖音 B站 微博 小红书 合计
31 156 18 296 5 245 778 55 475

Table 2

Sample text related to the group social interaction in digital games"

文本类别 来源平台 文本内容 用户ID 发布时间
评论内容 抖音 女儿国也是个极其恐怖的地方,子母河水喝了十天便生女孩,书中写的唐僧和女儿国国王晚上对话那块…… L蓝俊JU

2024/8/30

03:11:12

是的,这个游戏我们老师也推荐过,可以开阔视野了解更多,这个是老师第一次推荐我们玩一个游戏 小春熊

2024/9/3

21:10:49

B站 就是有人拿86版和动画当原著,先入为主了,目前能找着的最早的不知道是不是世德堂本版,这就是固有印象 L-凌轩

2024/9/1

16:15:30

原著都不看,看个电视剧真当原著了 恒练坚持仙蛊

2024/9/2

11:55:44

原创内容 微博 只有在菩提祖师面前,大圣才可以做个无忧无虑的小猢狲#黑神话悟空#菩提祖师#西游记#感动 Camille_猫

2024/8/21

23:17:00

一直不太喜欢奥特曼,也不希望儿子被洗脑,所以他接触的第一个超级英雄是孙悟空。最近黑神话悟空热度很高……我开始各种补课。多年没有好好读书了,和孩子一起成长吧 乐树

2024/9/5

13:27:00

小红书 因为最近对黑神话十分痴迷,于是燃起了对西游记的兴趣,以往对西游的了解都是出自二创,想来始终不及原著,于是打算下班后好好看看…… 银鞍照白马

2024/9/20

00:05:46

原来西游记背后的学问还挺多的,关键是如果结合道家文化去读的话会得到完全不同的信息!怪不得易中天把西游记排在四大名著第二位!#黑神话悟空# 懂得多的小奇谭

2024/9/23

17:40:05

Fig.3

LDA-Perplexity"

Fig.4

LDA-Coherence"

Table 3

The topic symbols and keywords in the LDA model"

主题符号 主要关键词
Topic1 玩家二创内容互动 神话、悟空、游戏、西游记、孙悟空、视频、网友、剧情、玩家、大圣、中国、博主、销量、问题、人物
Topic2 神话背景的原著连接 西游记、神话、游戏、悟空、孙悟空、原著、作品、中国、猴子、故事、唐僧、小说、话题、文化、金箍
Topic3 原著作品的深层次挖掘 西游记、孙悟空、话题、神话、悟空、猴子、作者、大圣、吴承恩、天庭、菩提、唐僧、游戏、二郎神、剧情
Topic4 取景引发中华文化认同 游戏、神话、悟空、中国、文化、西游记、玩家、全球、孙悟空、山西、制作、传统、国产、古建筑、世界
Topic5 游戏情感体验 西游记、悟空、大圣、神话、游戏、孙悟空、天命、感觉、猴子、金箍、故事、问题、结局、战神、流泪

Fig.5

Word frequency probability of the main keyword "Journey to the West" in each topic"

Table 4

Core areas and their respective proportions for users in group social interactions in digital games"

核心关注点 主题符号 主题占比/%
主题符号占比 核心类别占比
游戏深层体验 T1-玩家二创内容互动 18.5 35.9
T5-游戏情感体验 17.4
衍生文化探索 T2-神话背景的原著连接 17.1 64.1
T3-原著作品的深层次挖掘 21.2
T4-取景引发中华文化认同 25.8

Fig.6

Hypotheses validaiton of research conclusions"

Table 5

Sample textual context for target user backtracking"

文本内容 来源平台 用户ID 发布时间
《西游记》恶补完了?那么可以去看看《红楼梦》!红学,够你们学很长时间 抖音 集风晋语

2024/8/22

21:29:27

话说哪里有卖未删减版的西游记,推荐一下 抖音 蓝天下微笑

2024/9/10

17:25:20

黑神话首发那天,我刚把西游记上卷读完。对于游戏塑造的悟空。几年前我曾看到这个游戏的内测视频……读了西游原著,才知道那是一个有血有肉的猴子…… 微博 一亦已矣

2024/8/23

10:33:00

我不知道买了游戏玩了游戏的几百万中国玩家里有多少是读过西游记原著的。我们从影视作品……上了解到的西游记和原著的深度到底相差了多少呢? 小红书 金子

2024/8/30

10:40:43

…… …… …… ……

Fig.7

Examples of account categorization by user behavior"

Fig.8

Proportion of target users' reading behavior categories"

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