钟无艳
血赚731%!詹姆斯一己之力带飞76人,夺冠必雕像,这就是历史第一流量_我的网站

一 | 要说今年NBA休赛期最离谱、最无解的赢家,我敢说没有任何球队能比得上费城76人!
整个休赛期各大球队疯狂交易、补强、砸合同,有人补强失败,有人阵容崩盘,唯独76人,只用一笔签约,直接躺赢全场。

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 technologyPeriodically, 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.
。哪怕詹姆斯至今还没为球队打过一分钟正式比赛,甚至连新赛季都没开打,就已经硬生生把76人带得赚翻,商业价值直接拉满天花板。
不得不承认,41岁的勒布朗·詹姆斯,依旧是NBA独一档的存在,他的个人影响力,真的能碾压一支球队、一座球市。
最近票务平台TICKPICK公布的一组数据,真的看傻了无数球迷,涨幅数据夸张到离谱。先说说最直观的揭幕战票价,最能体现詹姆斯的统治级流量。

二 | 上个赛季,76人主场揭幕战的最低票价只要68美元,在联盟属于中下游水平,根本没人抢,球市热度平平无奇。

三 |
但在詹姆斯官宣加盟之后,一切彻底变天!新赛季76人主场揭幕战的最便宜门票,直接飙升到565美元!足足暴涨731%,这个涨幅放在整个NBA历史,都是极其罕见的存在。
而且不只是主场,76人的客场门票行情同样炸裂。数据显示,球队新赛季客场球票的市场需求量,直接暴涨3.5倍,球迷抢票热情空前高涨。上赛季76人客场球票均价只有143美元,新赛季直接涨到494美元,翻了好几倍。
更夸张的一个细节,彻底印证了什么叫“一人盘活一队”。新赛季NBA全联盟票价最贵的十场比赛,足足有9场都是76人的比赛!
要知道,上个赛季的76人,别说前十最贵场次,连边都摸不到,球队关注度、球票热度在联盟毫不起眼。可詹姆斯一来,直接垄断高价票榜单。其中尼克斯对阵76人的焦点大战,单场票价最高已经突破2600美元,即便价格高得离谱,依旧一票难求。
美媒ClutchPoints也忍不住发文感叹,直言詹姆斯的费城效应太过恐怖:从来没有一名球员,能在还未出战一场比赛的情况下,彻底颠覆一支球队的商业价值和市场热度。现在不管是费城主场还是对手客场,球迷都愿意花高价买票,只为亲眼看一看身披76人球衣的詹姆斯打球。
除了球票市场被彻底引爆,詹姆斯的个人流量更是吊打所有NBA球队。前不久詹姆斯正式开通个人YouTube频道,仅仅上线一天时间,什么大宣传都没做,就狂揽40.5万订阅。

四 | 这个数据有多夸张?直接超越了26支NBA球队官方账号。
更离谱的是,詹姆斯的频道只发了4条视频,就拿下40.5万订阅;湖人官方频道攒了5300条视频,才452万订阅,勇士8400条视频仅有232万订阅。
说白了,詹姆斯一个人的流量,就能碾压绝大多数NBA球队的官方流量,这种顶级热度,背后都是实打实的钞票,也难怪76人高层和总裁甘西全程乐开花,这笔签约怎么看都是稳赚不赔。

五 |
当然,詹姆斯带给76人的,绝不止门票、流量、营收这些肉眼可见的商业收益,更重要的是,他直接补齐了球队的争冠短板。

六 | 今年休赛期,76人阵容迎来大升级,詹姆斯携手杰伦·布朗强势加盟,搭配核心恩比德,直接组建起一套顶级争冠阵容,一跃成为新赛季联盟头号夺冠热门。
更关键的是,这支76人的全员斗志,达到了顶峰。詹姆斯此前在湖人不被重视、饱受质疑,外界纷纷看衰41岁的他早已巅峰不再;杰伦·布朗被绿军交易,满心不甘急需证明自己;恩比德常年深陷争议,屡遭嘲讽,一直渴望带队打出成绩打破质疑。
三个憋着一股劲、渴望正名的球星聚在一起,健康完整的76人,上限根本无法预估,战斗力绝对恐怖。
现在所有人都在期待新赛季的费城军团,而在我看来,只要詹姆斯能在这一两年帮助76人拿下总冠军,那他的费城生涯就堪称完美。凭借他给76人带来的史诗级商业价值暴涨,再加上实打实的总冠军荣誉,未来76人退役他的球衣、为他树立专属雕像,绝对是板上钉钉的事,没有任何悬念!
41岁依旧统治流量、改变联盟格局,这就是独一无二的勒布朗·詹姆斯!大家觉得新赛季的76人能顺利夺冠吗?詹姆斯值得费城为他立雕像吗?。
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Published on:02:12:32