[12]Steinberg M. Anime's media mix: Franchising toys and characters in Japan[M]. London: University of Minnesota Press, 2012: 149.
[13]韓若冰. 日本動漫人物與人物消費研討[D]. 濟南: 山東大學, 2015.
[14]Muriel D, Crawford G. Video games as culture: Considering the role and importance of video games in contemporary society[M]. Abingdon: Routledge, 2018: 2.
[15]Woods O. The economy of time, the rationalisation of resources: Discipline, desire and deferred value in the playing of gacha games[J]. Games and Culture, 2022, 17(7-8): 1075-1092.
[16]韓炳哲. 厭倦社會[M]. 王一力, 譯. 北京: 中信出版社, 2019: 19.
[17]同[10]195.
[18]鄧劍. “放置RPG”批評——今世游戲的社會想象力問題[J]. 文藝研討, 2023, (10): 124-135.
易墮入競賽的漩渦或受制于加快的律令;而在“肝”的語境中,孜孜不倦地參加這場沒有結尾的符號游戲。既是晚期現代性的一起表征,相持不下,前者對應金錢密集型的“氪”,文明與社會技能的調集