With the rapid development of digital technology, high-budget, high-profile AAA video games not only occupy an important position in the entertainment industry, but the virtual spaces they construct have increasingly become crucial media for carrying cultural, historical, and emotional experiences. These digital spaces are no longer merely backdrops for game narratives; instead, they demonstrate profound humanistic value through meticulous reconstructions of the real world or imaginative creations. Drawing on theoretical discussions of "Place" and "Space" in the humanities, this paper focuses on "humanistic spatial practice" in AAA games—a concept referring to the conscious integration of humanistic care, ethical considerations, and depth of meaning into the design of virtual spaces. Through a systematic analysis of AAA games such as Black Myth: Wukong, the Assassin's Creed series, and Ghost of Tsushima, this paper illustrates how spatial aesthetics, environmental storytelling, and sense of place construction within virtual spaces are used to convey humanistic value. Due to their unique interactivity and immersion, AAA games exhibit powerful capabilities in cultural communication, historical consciousness shaping, and emotional resonance evocation, despite the tensions they face between commercial logic and humanistic care, as well as between historical accuracy and subjective authenticity. This paper primarily explores the approaches to realizing the humanistic value of digital spaces, emphasizing the importance of interdisciplinary collaboration, experiential understanding, ethical reflection, and the application of digital humanities methods, serving as a reference for future game design and research.
Hengran Yang (2026) studied this question.