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*本文为「三联生活周刊」原创内容 This article is original content by "Sanlian Life Weekly"

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小学生如何社交?
How do elementary school students socialize?

记者|魏倩在从儿童向青少年进化的特殊阶段,小学生们主动建构着自己的社会圈子。原本儿童的天性是活泼好动的,群体性玩耍是最传统、也是最接近本性的需求。但当我们越来越用分数考核孩子,学校因为安全忧患也不鼓励玩耍,孩子们传统游戏的时间、空间都被大大压缩。他们需要一种彼此沟通的语言,也需要自我发展受限时的补偿。卡牌游戏的兴盛,正成为儿童玩耍方式转变的一个缩影。孤独的孩子,座位上安静的玩乐,商业社会上瘾机制的规则渗透到儿童世界。我们成年人呢,应该给孩子一个怎样的可以玩耍的世界?
Reporter|Wei Qian In the special stage of evolving from children to teenagers, elementary school students actively construct their own social circles. Originally, children's nature is lively and active, and group play is the most traditional and closest to their nature's needs. But as we increasingly assess children by their scores, and schools discourage play due to safety concerns, the time and space for traditional games have been greatly compressed. They need a language to communicate with each other and compensation when their self-development is limited. The rise of card games is becoming a microcosm of the transformation in children's play methods. Lonely children, quietly playing at their desks, the addictive mechanisms of commercial society infiltrate the children's world. What about us adults? What kind of world should we provide for children to play in?

“小马卡”的世界 "Little Pony Cards" World

对任何一个成年人来说,走进暑假的卡牌店都像误入彼得·潘的异世界。到处都是孩子,最大的看起来也不超过13岁。从半人高的到刚到人肩膀的,斜挎书包的、戴眼镜的。四周很吵,他们很少会控制说话的音量,当然还有动作的幅度,走在人群里,你经常不小心就会被撞到一边。四面墙上花花绿绿的,货架上摆着中性笔、笔记本、塑料挂件,最显眼的则是那些堆叠竖放的闪光小卡包,几乎所有孩子手里都拿着它。这里是北京西单华威大厦里的一家主题卡店,孩子们到这儿的目的是买一种扑克牌大小的卡牌。它的玩法很简单,玩家以2元到10元不等的价格买一包卡牌“盲盒”,就能从中“开”出5张到10张不同花色和等级的卡片,主要用于收藏或是交换。根据卡面上角色形象的不同,它还能被细分为“奥特曼卡”“叶罗丽卡”等几十种类型。北京西单华威大厦里,家长陪孩子抓卡牌(黄宇 摄)简单的规则并不影响它的流行。2022年,一条“家长花200万给娃集奥特曼卡没集齐”的新闻就曾在社交媒体上引起广泛讨论。据媒体统计,当年上半年,“奥特曼卡”仅在京东平台的月均销量就超过10万件。2024年初,与之类似的另一款名叫“小马宝莉”的卡片又创造了远超前者的成绩。在电商平台上,小马卡的单店月销量达到200万件,一度登上垂直类热卖榜。与此同时,这两种卡牌背后的生产商浙江卡游文化传播有限公司——占据了中国集换式卡牌市场71%的份额——也向港交所提交了上市申请,其招股书显示,在2022年的“爆发期”,公司共售出22亿张卡片,营收达到41.31亿元。不过,有一个信息“卡游”公司没有在招股书里明确公布:这些卡牌的购买者大都是未成年人正如眼前的场景一样,整间不到40平方米的店面几乎被8~12岁模样的孩子占据,他们或是拉着父母在货架前发呆,或是在摊位前询价。不到一米的收银台前始终有人在排队,高个子的大人掏出手机扫码付费,没有家长陪着的孩子则从书包里抽出一张张粉色钞票。而这只是“卡游”公司在中国覆盖的10万余家终端门店之一。“哥,你这些‘小马卡’都不要了吗?!”随着几声孩子的惊呼,我被挤到了店里的互动区桌前。一个留毛寸的圆脸男孩正坐在这儿“拆包”,他潇洒地扯开手里的塑料包,拈牌看一眼,就把它们像垃圾一样扔到桌上。他放在地上的书包里,还有沉甸甸的将近小半包卡。根据我不成熟的前期调研,他的这种拆法名叫“端盒”,即一次性买整盒的卡牌,只为了迅速抽出自己想要的“高位卡”。为了得到这些卡牌,男孩这天“端盒”一共花了600元。
For any adult, walking into a card shop during summer vacation feels like stepping into Peter Pan's otherworld. Children are everywhere, the oldest looking no more than 13 years old. From those half as tall as a person to those just reaching shoulder height, with sling bags and glasses. It's very noisy around, they rarely control their speaking volume, and of course, their movements are also large. Walking through the crowd, you often get bumped aside. The four walls are colorful, with shelves displaying pens, notebooks, and plastic pendants, but the most eye-catching are the stacked, upright shiny card packs, almost every child holding one. This is a themed card shop in Beijing's Xidan Huanwei Building, where children come to buy poker-sized cards. The gameplay is simple: players buy a "blind box" of cards for 2 to 10 yuan, from which they can "open" 5 to 10 cards of different suits and levels, mainly for collection or exchange. Depending on the character images on the cards, they can be further divided into dozens of types such as "Ultraman Cards" and "Ye Luoli Cards". In Beijing's Xidan Huanwei Building, parents accompany their children to grab cards (Photo by Huang Yu). The simple rules do not affect its popularity. In 2022, a news story about a parent spending 2 million yuan to collect Ultraman cards for their child but failing to complete the collection sparked widespread discussion on social media. According to media statistics, in the first half of that year, the monthly sales of "Ultraman Cards" on the JD platform alone exceeded 100,000 pieces. In early 2024, another similar card called "My Little Pony" achieved far greater success. On e-commerce platforms, the monthly sales of My Little Pony cards reached 2 million pieces per store, once topping the vertical hot-selling list. Meanwhile, the manufacturer behind these two types of cards, Zhejiang KAYOU Culture Communication Co., Ltd., which occupies 71% of China's trading card market, also submitted a listing application to the Hong Kong Stock Exchange. According to its prospectus, during the "explosive period" in 2022, the company sold a total of 2.2 billion cards, with revenue reaching 4.131 billion yuan. However, one piece of information that KAYOU did not clearly disclose in the prospectus is that most of the buyers of these cards are minors. As seen in the current scene, the entire store, less than 40 square meters, is almost occupied by children aged 8 to 12. They either drag their parents to stare at the shelves or inquire about prices at the stalls. There is always a queue in front of the cashier counter, less than a meter high. Tall adults take out their phones to scan and pay, while children without parents pull out pink bills from their school bags. And this is just one of the more than 100,000 terminal stores covered by KAYOU in China. "Bro, are you giving up all these 'Little Pony Cards'?!" With a few exclamations from children, I was squeezed to the table in the store's interactive area. A round-faced boy with a crew cut was sitting here "unpacking," tearing open the plastic pack in his hand and tossing the cards onto the table like garbage after a glance. His school bag on the ground still had nearly half a pack of cards. According to my immature preliminary research, this method of unpacking is called "box opening," where you buy a whole box of cards at once just to quickly draw the "high-level cards" you want. To get these cards, the boy spent a total of 600 yuan on "box opening" that day.

在很多店里,小马宝莉卡被摆放在最显眼的位置(黄宇 摄)每个孩子都清楚地了解卡牌世界里的优劣规则一个10岁的小女孩捏着一把卡片从人群里钻出来,额头上满是汗,她是趁着暑假和妈妈来北京旅游的,从今年春天开始,在她的老家江西南昌,小马卡就成了“班里最流行的东西”。不过,在今天之前,她拥有过的最高级的卡片只有一张“黑背”。因此男孩在拆的“彩虹三”让她格外兴奋,弃卡堆里的很多等级卡牌她还没有,“开学后要拿给班里的同学好好看看”。“天呐!XR,是‘音韵公主’!”孩子们爆发出一阵欢呼。男孩终于有所斩获。他一改刚才满不在乎的神情,捏着卡牌一角扬了扬,像个小心翼翼的昆虫学家,把它装进透明的卡袋。桌边的每个人都被感染了,笑声和尖叫声响成一片。但在这个圈子之外,却是一群不解而无奈的成年人。近两年来,关于这类卡牌游戏的争议始终没有停止过。网络上经常有“高位小马卡被炒到十几万一张”的新闻,学校里,老师觉得卡牌交易会助长学生的攀比心理,家长们则焦虑于“盲抽”的游戏机制,认为这是一种“轻赌博”。“这破纸片儿有什么用?”在疯狂抢卡的孩子们身后,一位阿姨举着卡册坐在我身边叹气。毕竟在我们来的那个世界,儿童游戏的形式远不是眼前的样子。从“60后”“70后”的滚铁环、丢沙包,到“80后”“90后”的踢足球、跳皮筋,又或者什么都不做,只是毫无目的在场地上疯跑疯玩,但为什么到了现在,小学生的游戏反而越变越安静,也越变越复杂了呢?
In many stores, My Little Pony cards are placed in the most prominent positions (photo by Huang Yu). Every child clearly understands the rules of the card world. A 10-year-old girl squeezed out of the crowd with a handful of cards, her forehead covered in sweat. She came to Beijing with her mother for a vacation during the summer. Since the spring of this year, in her hometown of Nanchang, Jiangxi, My Little Pony cards have become "the most popular thing in the class." However, before today, the highest-level card she owned was only a "Blackback." Therefore, the boy's "Rainbow Three" made her particularly excited. Many high-level cards in the discard pile were ones she didn't have yet. "I have to show them to my classmates when school starts." "Oh my god! XR, it's 'Princess Cadance'!" The children burst into cheers. The boy finally had a harvest. He changed his previously indifferent expression, pinched the corner of the card, and raised it like a cautious entomologist, putting it into a transparent card sleeve. Everyone around the table was infected, and laughter and screams filled the air. But outside this circle was a group of puzzled and helpless adults. In the past two years, the controversy over such card games has never stopped. There are often news reports online about "high-level My Little Pony cards being speculated to tens of thousands of yuan each." In schools, teachers believe that card trading fosters a sense of comparison among students, and parents are anxious about the "blind draw" game mechanism, considering it a form of "light gambling." "What use are these pieces of paper?" An aunt holding a card album sighed beside me, behind the children frantically grabbing cards. After all, in the world we came from, children's games were far from what we see now. From the "60s" and "70s" rolling iron hoops and playing sandbags, to the "80s" and "90s" playing football and jumping rubber bands, or doing nothing at all, just running and playing aimlessly in the playground. But why have elementary school games become quieter and more complex now?

匮乏制造的真空 The vacuum created by scarcity

“孩子们不知道怎么‘玩’了”,这也是苏珊·林近年来非常担忧的问题。她从上世纪90年代就开始研究儿童的玩耍行为,近两年,她发现,孩子们“主动探索和感知周围世界,从中发现和创造‘好玩’事物的举动”——也就是我们传统意义上的“玩耍”——越来越少,由于平板电脑的出现,他们对声音、光线、味道的好奇,甚至触摸物品的愿望都在减弱“游戏都是现成的,他们已经不再需要通过仔细打量周遭的事物、走出户外、和朋友商量,或者动用天马行空的想象来做游戏。”苏珊·林疑惑,孩子们是否还拥有自主性的玩耍能力?他们的社交生活不是已经被商业公司承包了?在中国的小学生中,目前扮演这个角色的是卡牌游戏。小马卡这类的卡片,在游戏中的标准的分类名叫“集换式卡牌游戏”。它最早诞生于20世纪50年代的美国,是一种纯收集型的抽卡“盲盒”,到了20世纪90年代,“万智牌”“游戏王”又为卡牌叠加了对战成分。开卡时的不确定性带来的刺激感、收集和组织卡组时的心流体验,再加上同伴对战时的交互和竞争,让TCG卡牌游戏至今在全世界范围内都拥有相当数量的核心玩家。插图:老牛原本属于成年人群体的TCG卡牌,为什么会进入校园,在小学生之之间流行?在采访中,我们发现,它的火爆在一定程度上是一次“非此即彼”的匮乏带来的。“卡游”公司告诉我们,他们的首款热门卡牌“奥特曼卡”兴起时,就正好赶上防止未成年人沉迷网络游戏政策实施的时期,当时,卡游在宣传文案中还特意强调“放下手机,健康游戏”。这并不是孩子们娱乐生活中发生的第一次“退守”。北京的一年级女孩莉娜在社交网站上是个粉丝众多的小马卡专家。她妈妈崔萌在网上发布过不少莉娜的拆卡视频,不到半年就积累了5000多个粉丝,大都是比莉娜大上三四岁的小学生。崔萌为孩子们建立了两个粉丝群,却发现,在上学的日子里,群里总是静悄悄的,他们每天只写作业就要写到晚上十一二点,根本没有时间说话。孩子的时间变得越来越少,这也是许多老师们的观察。北京清华大学附属小学的高级语文老师李玉瑾(化名)告诉我们,以前孩子下午3点多就放学,家长没下班,中间这孩子就自由自在玩一会。这几年加了“晚托”服务,早的到4点半,有的到5点半,孩子在校时间超过10小时。他们在学校和家庭间两点一线,根本没有接触其他环境的机会。“原来他们的社交是很近距离的,放了学我可以去找你玩。但现在,这个情况做不到了,孩子们或者去补习班,或者回到家写作业,就算能够出门玩,家长也不会放心让他们单独外出。几个孩子没有家长看管在小区里跑跳的场景,几乎很难出现了。”李玉瑾说,“于是他们就开始用这种方式交流。比如咕卡或手账,在家里做好了,拿到学校来,互相传看。俩人回家玩游戏,也是隔空在手表上你一句我一句,因为他们没法面对面地玩。”《小别离》剧照在学校的时间里,玩耍时间和空间也被压缩了。走廊很窄,排成四列纵队就走不开了,长度约20米,一个走廊里6个班,每个班40~45个学生,根本没有活动的空间,出于安全考虑,孩子们也不允许在走廊里跑跳,“一个班孩子太多,老师看不过来,所以就都不出去了。于是,在多重因素的挤压之下,像卡牌这样的“座位游戏”几乎成了孩子们唯一的选择。这半年,崔萌开始不定期地从粉丝群里听说孩子们“生病”的消息。有一次,她在群里做了个抽奖,女儿把自己做好的手工打包寄给群里的孩子,等发货的时候,对方给她发来一家医院的地址,一问才知道,孩子是得了抑郁症住院了。
"Children don't know how to 'play' anymore," this is also a concern that Susan Lin has had in recent years. She began studying children's play behavior in the 1990s. In recent years, she has found that children's "active exploration and perception of the surrounding world, discovering and creating 'fun' things"—what we traditionally mean by "play"—is becoming less and less. Due to the advent of tablets, their curiosity about sounds, light, and taste, and even their desire to touch objects, is diminishing. "Games are ready-made, and they no longer need to carefully observe their surroundings, go outdoors, discuss with friends, or use their wild imagination to play games." Susan Lin wonders if children still have the ability to play autonomously. Has their social life been taken over by commercial companies? In Chinese elementary school students, this role is currently played by card games. Cards like My Little Pony cards are classified as "trading card games" in the game. They first appeared in the United States in the 1950s as a purely collectible card "blind box." In the 1990s, "Magic: The Gathering" and "Yu-Gi-Oh!" added combat elements to the cards. The excitement brought by the uncertainty of opening cards, the flow experience of collecting and organizing card decks, and the interaction and competition during peer battles have made TCG card games have a considerable number of core players worldwide. Illustration: Lao Niu TCG cards, which originally belonged to the adult group, have entered campuses and become popular among elementary school students. In our interviews, we found that its popularity is, to some extent, a result of a "scarcity" brought about by a lack of alternatives. The "Card Game" company told us that when their first popular card "Ultraman Card" became popular, it coincided with the implementation of policies to prevent minors from becoming addicted to online games. At that time, the company emphasized "put down your phone, play healthily" in their promotional materials. This was not the first "retreat" in children's entertainment lives. Lina, a first-grade girl in Beijing, is a My Little Pony card expert with many fans on social media. Her mother, Cui Meng, has posted many videos of Lina opening cards online, accumulating over 5,000 fans in less than six months, most of whom are elementary school students three or four years older than Lina. Cui Meng established two fan groups for the children but found that during school days, the groups were always quiet. They had to do homework until eleven or twelve at night and had no time to talk. Children's time is becoming increasingly scarce, which is also observed by many teachers. Li Yujin (pseudonym), a senior Chinese teacher at Tsinghua University Affiliated Primary School in Beijing, told us that children used to be dismissed at around 3 p.m., and parents hadn't finished work, so the children could play freely for a while. In recent years, with the addition of "after-school care" services, the earliest ends at 4:30 p.m., and some at 5:30 p.m., with children spending more than 10 hours at school. They have no opportunity to interact with other environments, moving only between school and home. "Their social interactions used to be very close. After school, I could go find you to play. But now, this is impossible. Children either go to tutoring classes or go home to do homework. Even if they can go out to play, parents won't feel safe letting them go out alone. The scene of several children running and jumping in the community without parental supervision is almost impossible to see." Li Yujin said, "So they start to communicate in this way. For example, exchanging cards or journals, making them at home and bringing them to school to show each other. When they play games at home, they talk to each other through their watches because they can't play face-to-face." Still from "A Little Separation" In school, playtime and space are also compressed. The corridors are very narrow, and it's impossible to walk in four columns. The corridor is about 20 meters long, with six classes in one corridor, each class having 40-45 students, leaving no space for activities. For safety reasons, children are not allowed to run or jump in the corridors. "There are too many children in one class, and the teacher can't watch them all, so they don't go out." Thus, under multiple pressures, "seat games" like card games have almost become the only choice for children. In the past six months, Cui Meng has started to hear about children "getting sick" from the fan groups. Once, she held a lottery in the group, and her daughter packed her handmade crafts to send to the children in the group. When it was time to ship, the recipient sent her a hospital address. It turned out the child was hospitalized for depression.

游戏中的“自我” The "self" in the game

而当作为成人的我们,问出“这些破纸片有什么意义”的时候,其实也不自觉地参与了那个“匮乏”世界的建造。
And when we, as adults, ask "what's the point of these pieces of paper," we are actually unconsciously participating in the construction of that "scarcity" world.

相较于具体的时空的挤压,这种对儿童生活的单一的、效率性的期待,可能会带来更严重的后果。北京交通大学的心理学者叶壮认为,那是一种 “娱乐互动”在儿童世界里的缺失。“打羽毛球是娱乐,玩王者荣耀也是娱乐,于是很多家长都会说,那我家孩子娱乐不少啊,但实际上呢,你带他出去放风筝,就问孩子,‘风筝为什么飞这么高啊,它是在平流层还是对流层啊?我带你出来放风筝,我们回去写一篇日记吧?’孩子听完,再也不想和你放风筝了。”因此,巨细无遗的,如同“管理项目”一般的管教压力,并不一定会具象到报了几个补习班,有多少时间下楼活动。儿童今天鲜活的生活,成了某种不确定的明天的“预备”。任何活动都要有鲜明的,意义性的指向,而在这个过程中,属于孩子“自己”的部分被消音了。孩子为什么需要游戏?很大程度上,他们就是在用主动的方式在对抗这种“单一”和“消音”。任何一个儿童心理学家都会告诉你,玩玩具和做游戏有助于儿童认知、情感、运动、社会心理、语言等技能的发展,对儿童的自信和创造力有着不可替代的作用。 

《我们的日子》剧照 

对于小学这个特殊的人生阶段来说,游戏和社会互动,更是他们主动建构自己社会圈子的方式。叶壮告诉我,8~12岁这个年龄段,人的发展会呈现几个特点:首先是同伴社交的发生,同伴的影响力开始大幅上升;其次是知识的体系化学习;第三是快速地融入集体生活,适应团体规则,也就是说,孩子会开始主动地去发展一个新的“自我”。孩子的生活需要这样的一个世界,一个不被父母侵入,完全属于他和同伴的世界,很多简单、轻松,又具有一定群体认知度的玩具和游戏,很多时候就会顺势成为这个世界中的语言。当“自我”发展受阻的时候,他们偶尔也能在游戏中找到平衡和安慰。杨燕是湖南一所小学的老师,她刚刚送走一届六年级的学生,回到一年级任教。她发现,孩子们会在成长的过程中逐渐习得和内化成人世界的等级标准。一个一年级的小男孩或许会在考试后开心得大喊“我有星星耶!”,但到了四五年级,几乎就不再会有孩子说起自己的“星星”,他们慢慢知道高分和低分,知道“好孩子”和“坏孩子”,在老师和学校建立的一套完整又坚固的评价规则——尽管它是相当不公平的——面前,他们只会看向那个拥有最多星的同龄人。而在游戏中,这样单一的标准有时又能出现一点点缝隙。一个学习很好的孩子也可能完全不懂什么是“小马宝莉”的分级体系,一个很受老师喜欢的班干部也做不到烟卡里的“蚊子拍”。而那些在集体中一向不被“看见”的孩子,尽管是无意识的,也有机会在一个新体系里得到补偿,重新找到自己的位置。家长们要“意义”,要成绩,要“高效可见的回报”,孩子们又需要“自我”,需要同伴,需要另一套不那么单一的评价体系,于是,在两个世界参差的缝隙中,他们唯一达成的共识是,有没有一种游戏,能最快速地满足孩子的“快乐”需求?《小舍得》剧照 

消费带来了什么 

商业世界补上了这个空位。当成长中的孩子们跃跃欲试,想要通过卡牌发展“自我”时,迎接他们的很可能是一个没有“友谊魔法”,只有“金钱魔法”的世界。为卡牌游戏从诞生之初,就是以抽卡时的不确定性作为吸引玩家的精髓元素。游戏设计师格雷格·科斯蒂基安在《谜:“不确定”的游戏》中分析过万智牌的模式:“正因为补充包卡牌都是不确定的,玩家才会在开包时有不一样的情感——开到没有的卡你会开心,开到已有的卡你会感到失落——这也是为什么万智牌作为一种商业模式如此成功的原因,它一直在诱惑着消费者去买更多的卡包。”小马卡在这个方面的突破更为极致。它首先是将存在于奥特曼卡中的对战属性剔除,将玩家的体验尽可能地压缩到单一的抽取环节,玩家不玩游戏,只是买卡和收集卡,对于上述游戏设计师来说,这种滥用“偶然性”的游戏机制并不会使游戏变得更具品质,“可这对于商家来说又是相当有吸引力的事情”。玩具店里,家长陪孩子挑选卡包为了不停地刺激抽取时的快感,生产商还需要为卡片赋予更多更复杂的层级。在小马卡中,起初它的卡牌只有“N” “R”“SSR” 等几个等级,但到后来,原本代表“稀有的”的“R卡”也成了随处可得的普通卡片,黑背、紫背、彩背,横版、竖版隐藏,不同版本间层出不穷的分类和评级方式,更是把这种对“好卡”的追求一次次推向顶峰。但正如苏珊·林所说的那样,作为游戏的生产者,商家擅长的从来不是帮助儿童的成长,而是如何通过游戏里的设定,引导玩家做出消费行为,“他们正把儿童训练成消费者,而不是创造者”,“在引导消费的游戏中,孩子很可能被导向一种物质主义的信念:‘花钱会让我快乐’‘花钱能让我受欢迎’。”为了陪孩子玩卡,上海妈妈缇娜最近研究起了卡牌的评级。她发现,上海的许多原先做货币评级和收藏品评级的线下也承接小马卡的评级业务,在一次直播抽卡时,她和孩子抽到了一个评级卡砖。后来对方告诉她,如果想把家里的卡片拿去评级,直接送过去会有优惠,“评级周期很长,一次差不多要20天,一张卡20块钱”。缇娜还向我科普了“卡游”开发的一个“抽卡机”的玩法。当时他们想要一套已经绝版了的拼图卡,只有“卡游”的小程序里还有限时返场,出的还是有特殊背面的限定版本。那天,母女俩在“抽卡机”里端盒花了5000元,只因为“累计满5000,可以送一个特殊的卡册”。一次抽5000块,拆卡都要拆到手软吧?她的回答再次让我惊讶,原来,在“抽卡机”里得到的并不是实体卡而是虚拟的“卡面”。抽完后,玩家可以选择寄卡或是不寄,等需要的时候拿出来,公司再开机印刷,“还能保证一定是真卡”。“这也是为什么二级市场会有人玩小马卡,玩得早的人把卡一直存在那边,现在就像基金股票一样的涨价了。”我们的孩子就在这样的“玩具”中长大了,并且还在以自己的方式做着回应。《童年社会学》的作者,美国社会学家威廉·A.科萨罗曾在书中谈起另一种“童年的消逝”,他认为,儿童会通过创造性地吸收、整合成人世界的信息来解决自身发展的问题,并在这一过程中建立起属于儿童群体的同辈文化。童年会受到他们身处的社会和文化的形塑,反过来,儿童的文化也会对社会变迁过程产生影响。孩子们在“卡游”主题店互动区里“端盒”抽卡于是也不难理解,为什么在采访中,几乎每一个孩子都会对我们不停地强调“这张卡很值钱”。在他们心中,或许并不十分清楚几千几万元的实际购买力,却已经模糊地察觉,那个用金钱分层的世界已经离自己并不遥远。这期封面,我和吴淑斌尝试进入孩子的世界,了解他们在游戏中最真实的自我发展需求,王怡然则从教师和家长的观察里,感受到孩子生活环境中发生的切实变化,在二者对撞形成的真空里,刘畅和覃思也试图梳理了商业公司和消费社会创造的游戏逻辑,想知道它们如何重新定义了属于儿童的社交生活。但在所有问题中,我们最想问的还是这一个:如果一切最终导向的是这样的一个世界,孩子们一面没有奔跑的时间和空间,不允许自由的玩耍,只有安静与秩序,一面却在商业公司创造的游戏规则里释放尖叫与激情,这样的世界是我们想要的吗? 

更多精彩报道详见本期新刊 More exciting reports can be found in this issue

「小学生如何社交?
「How do elementary school students socialize?

点击下图,一键下单 Click the picture below to place an order with one click

期更多精彩
This issue has more exciting content

| 封面故事 | | Cover Story |

  • 小学生如何社交(魏倩) How Elementary School Students Socialize (Wei Qian)

  • 座位游戏,为何流行起来(王怡然) Why Seat Games Have Become Popular (Wang Yiran)
  • 我如何“教”孩子玩抽卡(王怡然) How I "Teach" My Child to Play Gacha (Wang Yiran)
  • 小学生追星 :在偶像崇拜中寻找自己(吴淑斌) Elementary School Students Chasing Stars: Finding Themselves in Idol Worship (Wu Shubin)
  • 追星四年,一个 15 岁女孩的改变(吴淑斌) Four Years of Chasing Stars: The Changes of a 15-Year-Old Girl (Wu Shubin)
  • 卡牌生意的奥秘(刘畅) The Secrets of the Card Business (Liu Chang)
  • 消费时代的游戏 :谁在控制孩子们的童年?(覃思) The Game of the Consumer Era: Who is Controlling Children's Childhood? (Qin Si)
  • 穷养或富养的心理学视角(訾非) The Psychological Perspective of Raising Children in Poverty or Wealth (Zi Fei)

| 经济 | | Economy |

  • 市场分析 :央行为什么要警示国债风险?(谢九) Market Analysis: Why is the Central Bank Warning About National Debt Risks? (Xie Jiu)

| 社会 | Society

  • 调查 :人蚊之战(袁越) Investigation: The Battle Between Humans and Mosquitoes (Yuan Yue)

| 文化 | Culture

  • 艺术 :旷野的边界(薛芃) Art: The Boundary of the Wilderness (Xue Peng)
  • 文史 :《通鉴纲目续编》(卜键) Literature and History: "Continuation of the Comprehensive Mirror" (Bu Jian)

| 专栏 | Column

  • 邢海洋:防晒市场也凉了? Xing Haiyang: Is the Sunscreen Market Cooling Down?
  • 袁越:现代智人与尼安德特人的三次亲密接触 Yuan Yue: The Three Intimate Encounters Between Modern Humans and Neanderthals
  • 张斌:宝库 :奥林匹克的财富 Zhang Bin: Treasure House: The Wealth of the Olympics
  • 朱德庸:大家都有病 Zhu Deyong: Everyone is Sick

点击下方图片 Click the image below

开通数字刊会员月卡解锁本期👇
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本周新刊 This week's new issue

「小学生如何社交?点击图片,一键下单纸刊!
“How do elementary school students socialize? Click the image to order the print magazine with one click!


howie.serious

从自由玩耍,到教育内卷下的制度化玩耍 From free play to institutionalized play under educational involution

howie.serious

优绩主义,三六九等,渗透到儿童的游戏中 Meritocracy, hierarchy, permeates into children's games

howie.serious

本质上是大脑被劫持,是一种慢性疾病,是无良资本对儿童大脑在生物层面的 hack
Essentially, it is the brain being hijacked, a chronic disease, an unethical capital hack on children's brains at the biological level