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33岁男子屁股脓肿呼叫急救,被拒后暴走劫救护车!律师:他还只是个孩子......_我的网站

一 | Kenny 报道 汉密尔顿一名男子因臀部脓肿呼叫St John急救,但急救人员表示救护车不是这么用的。暴走的男子劫持了救护车,然后一头撞进汽车旅馆。
据英文《先驱报》报道,33岁的Levi Ihimaera因因多项指控而出庭受审,其中包括13项入店行窃和盗窃罪。故意毁坏和盗窃救护车只是他最新的一项罪名。

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.
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去年11月26日,面临指控而被禁足的Ihimaera呼叫急救服务。他说自己的臀部感染了脓肿非常难受,希望St John能够送他去医院。
然而来访的St John急救人员告诉他,这样的感染不需要去医院,他应该去看全科医生。
法庭文件显示,Ihimaera变得非常暴躁,“不合作且表现出攻击性”。在沟通30分钟后,急救人员回到停在汽车旅馆Microtel Motel旁边的救护车上。Ihimaera不依不饶的跟了过来,于是急救人员把车门反锁,坐在车上等Ihimaera离开。
Ihimaera在救护车后面台阶坐了大概10分钟,然后他站起身,抓起旁边沙井的金属烤架,用它砸碎了副驾的窗玻璃。
坐在驾驶座的急救人员立刻下车逃离。Ihimaera把手伸进破碎的车窗,打开车门自己爬进了驾驶座。
然而他不知道的是,后车厢还有一名急救人员。该急救人员立刻缩成一团,躲到了病床后面。
Ihimaera将车倒上街,然后一踩油门车就冲进了汽车旅馆。他再重复了一遍这个操作,给救护车车身造成了“严重”损坏。
躲在车上的急救人员趁机跳车并逃到安全地带。
与此同时,Ihimaera也下了车,坐在人行道上发呆。不久他就被警察逮捕了。
律师Elisa Saunders一直努力在替她的委托人辩护。她在汉密尔顿地区法院向法官表示,Ihimaera只是因为不确定是否可以基于医疗理由解除禁足,所以才叫了St John。

二 |
她说她的委托人从17岁起每年都在监狱里度过,却从未得到过想要的帮助。
Saunders说把Ihimaera送进监狱是最简单的方法,但他出来后可能还是会重返老路;因此她希望法院给予Ihimaera密切监督,帮助他应对复杂的心理健康需求。
“这是一个复杂的犯罪,因为他是一个复杂的人。”
Saunders还表示,之所以发生救护车事件,因为她的委托人臀部注射了药物而出现严重脓肿。

三 |
Saunders说:“第二天我亲眼看到了那个脓肿,非常非常可怕。”
“由于他的心理健康问题和缺乏沟通技巧,发脾气是他的表达方式,他本质上还是个孩子。”
Saunders补充说Ihimaera在监狱呆了两周才被治疗臀部感染。
法庭文件显示,Ihimaera幼年时与母亲发生过两次车祸,9岁就接触毒品,之后还被确诊患有创伤后应激障碍 (PTSD)。
法官Paul Mabey说他愿意给Ihimaera一次机会,但他警告说如果Ihimaera不积极解决自己的问题,他将再次入狱。
法院判Ihimaera两年社区密切监督。他需要定期与假释官会面、参加治疗课程和就业支持等,通过密集的社区支持和监督,表现自己重返社会的意愿。
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