Dharma · AI Companion

遊戲

vikrīḍita

菩萨于佛众中游戏诸三昧而最得自在,并发为化现以利众生之相。AI-generated

Type AttainmentDifficulty IntermediateTruth-level span II · emptinessInitial AI estimate · evolves with use

A Contemporary ReadingAI-generated


What This Concept Is About

One Word, Two Ways of Reading It

The most common usage of the Chinese word 遊戲 (yóuxì, "play") today is to mean amusement, recreation, lightheartedness — "No work today, I'm playing games at home." When readers first encounter the Buddhist statement that bodhisattvas (菩薩, bodhisattva) "play in all samādhis" (遊戲諸三昧; 三昧, samādhi, "meditative concentration"), many have the same first reaction: do buddhas (佛, buddha, "awakened one") and bodhisattvas play video games too?

But when the *Mahāyānasūtrālaṃkāra* (《大乘庄严经论》, T1604) uses it — 遊戲 (vikrīḍita, "sport") — the term carries a very precise technical meaning. Its verses say:

「遊戲諸三昧,僧中最第一。」 「於佛眾中遊戲諸定最得自在。」

*"Playing in all samādhis, supreme among the saṅgha (僧, saṅgha, 'community')." / "In the midst of the Buddha's assembly, playing in all concentrations, attaining the greatest mastery."*

Here, the substance (體) of 遊戲 is what the commentary calls 戲業 ("sportive function") — a "function" (業, karman, "activity/capacity") of "using freely, without any obstruction" toward all samādhis and concentrations. In other words, the core of this word is not "relaxation, idleness, amusement," but "free mastery over meditative power." Imagine samādhi (三昧/定, "meditative concentration") as a body of water, and the bodhisattva as a person who can freely dive, surface, turn, hover at a fixed point, and strike any posture within it — that state is what 遊戲 means.

So the most concise formulation: 遊戲 is the appearance of mastery (自在, vaśitā) that is "unbound within the deepest concentration."

Mastery Does Not Rest in Itself: It Issues Forth as Three Transformations

But if one merely sits comfortably and freely in concentration, this is only the meditative state of "personal enjoyment" (自受用) — it hardly merits being called "supreme among the saṅgha." The distinctive feature of the *Mahāyānasūtrālaṃkāra* is that it immediately ties 遊戲 together with 化現 (nirmāṇa, "manifestation"):

「恒現三種化,以是利眾生。」

*"Always manifesting the three transformations, thereby benefiting sentient beings (眾生, sattva)."*

Once mastery is established, it naturally issues forth as manifold manifestations, and always operates with the benefit of sentient beings as its aim. The commentary distinguishes the "three transformations" (三化) with perfect clarity; each of the three branches has its own direction, and without any one of them the whole is incomplete:

- 業化 (karma-nirmāṇa, "transformation of action") — appearing freely in the places of craftsmanship and skill. The bodhisattva does not appear only on the teaching throne; he may also appear beside a potter's wheel, in a carpenter's wood shavings, at a physician's operating table, before a craftsperson's smelting furnace. The "place of craft" (工巧處) refers to every place where skill, learning, or professional competence is required. - 隨化 (anuvartana-nirmāṇa, "conformable transformation") — appearing freely in accordance with what others desire. This branch deserves special attention: the form of the manifestation is not chosen by the bodhisattva himself, but appears "in accordance with" the faculties, afflictions, and longings of the other person. The same bodhisattva can appear as the voice a mother most wants to hear, the teacher a student most benefits from, the doctor a patient most trusts. - 上化 (uttama-nirmāṇa, "superior transformation") — appearing in superior realms, such as dwelling in the Tuṣita heaven (兜率天). This branch lifts the entire coordinate of manifestation higher: it is not only presented in the human world, but can ascend to heavenly realms and superior stations, accomplishing teaching on a vaster scale.

What ties the three branches together is this key sentence: "being able to manifest freely in response to different situations, always with the benefit of sentient beings as the aim." Mastery without manifestation is self-amusement; manifestation without mastery is forced straining; manifestation without the final aim of benefiting sentient beings is performance. Only when all three are complete do we have the full skeleton of the word 遊戲 in this treatise.

Manifestation Body, Great Skillful Means, and Accomplishing Others' Benefit: A Corroborating Explanation

The same treatise, in another passage (chunk:32582), recounts the same matter from the angle of the manifestation body (化身, nirmāṇa-kāya). The manifestation body "teaches sentient beings at all times," and what it manifests is not limited to a single form: it can manifest craft, birth, attainment of bodhi (菩提, bodhi, "awakening"), and final nirvāṇa (涅槃, nirvāṇa, "extinction"). These manifestations are called great skillful means (大方便, mahopāya), and their result is to bring sentient beings to liberation, assessed as the appearance of accomplishing others' benefit (他利成就相).

Between these three sets of terms there is a clear correspondence table:

| Aspect of 遊戲 | Corresponding alternative term | How it lands | |---|---|---| | Mastery within concentration | — | The substance of "playing in all samādhis" | | Manifold manifestation | Three transformations (action/conformable/superior) | Appearing in accord with conditions | | Constant teaching | Manifestation body | Teaching at all times | | Result of rescue | Great skillful means | Causing liberation | | Final assessment | Appearance of accomplishing others' benefit | Completing the liberation of others |

So the word 遊戲 in this treatise is by no means as thin as "an advanced version of meditative experience." Its entire structure is: substance is mastery in concentration, function is manifestation in response to conditions, and final aim is the benefit of others. Missing any one of the three layers, and it is no longer this 遊戲.

Its Position in the Map of Bodhisattva Attainments

The verses also place 遊戲 alongside 遊願 ("roaming vow") and, together with "ability to see," "ability to bestow," "mastery," and "attainment of Dharma," they form the six marks of accomplishment (六種成就之相). The meaning is: among the bodhisattva's many attainments, 遊戲 is one branch — what supports it are the deeper attainments of "seeing," "bestowing," "mastery," and "attaining the Dharma." This reminds us: 遊戲 is the mastery of one who already stands very high and has gone very deep — it is not a lightheartedness that a beginner can imitate from the start. You must have real substance underneath before you can perform "as if in play."

「遊戲亦遊願」——遊戲之外另有「遊願」一相,原文未進一步釋義,這裡只依原文並列,不另作推衍。

*"Playing, and also roaming in vows." — besides 遊戲 there is also the mark of 遊願; the original text gives no further explanation, so here it is merely listed alongside per the source.*

One Sentence to Conclude

In the *Mahāyānasūtrālaṃkāra*, 遊戲 is this concept: a person attains great mastery in the deepest concentration, and this mastery naturally issues forth as manifold manifestations in response to conditions, always directed toward rescuing sentient beings and bringing them to liberation. Its substance is 戲業 ("sportive function"), not amusement.


Walking Through It in Daily Life

Let us walk this structure through contemporary scenarios. To correspond to the three layers of "substance — function — final aim" and the three branches of the "three transformations," I have deliberately chosen two or three roles familiar to ordinary people, mapping each branch strictly according to the classical definitions — inventing nothing, exaggerating nothing.

Scenario One: A Senior Engineer

Imagine an engineer who has done software for fifteen years. When he writes the most difficult low-level systems, observers have a peculiar feeling: the code on the screen seems to be alive in his hands. Facing different tasks, this engineer can complete them in completely different ways

- Corresponding to the transformation of action is his free manifestation in the "place of craft." The word 工巧 (śilpa, "craft"), in its classical meaning, refers to concrete abilities in skill, learning, and profession. This engineer is not limited to one language, one framework, or one architectural style; he can reach equally deep mastery in embedded systems, distributed systems, frontend, and data engineering. - Corresponding to the conformable transformation is his different way of responding to "people." Facing a product manager, he can switch to "requirements language"; facing a junior engineer, he can switch to "teaching language"; facing a senior peer, he can switch to "review-and-critique language." He does not have only one mode of expression; rather, he switches freely in accordance with the state of the other person. Note: the subject of the conformable transformation is the "manifestation" this engineer is able to give — not his performance of what the client wants. So the same substance can let a PM grasp the business intent, let a newcomer see the entry path, let a peer see the deep trade-offs. - Corresponding to the superior transformation is the "superior station" he is able to present. Some engineers can only work "on the ground" their whole lives; but he can enter that state — opening up, as a whole, problems that predecessors have not integrated; proposing admirable design solutions at the industry's most complex system level. This is the spirit of "appearing while dwelling in superior stations such as the Tuṣita heaven."

If this engineer switches for the sake of showing off his own skill, his mastery is only performance; if it is so that those who take over can maintain the code, the product can be used, and the team can grow, then his mastery becomes "benefiting sentient beings." In the classical statement "恒現三種化,以是利眾生" (always manifesting the three transformations, thereby benefiting sentient beings), the clause about the altruistic final aim is the one most easily skipped over by modern readers — but skip it, and the whole 遊戲 is reduced to showing off skill.

Scenario Two: A Team Leader Known to Colleagues as "Very Good with People"

Consider a completely different scenario. A team leader faces three newcomers and must bring out three distinctly different ways of mentoring them:

- With a newcomer who lacks all confidence and tends to shrink back, he appears quiet, patient, giving only small and concrete tasks — transformation of action: in the craft of "mentoring people," he has a fine skill. - With an impatient newcomer eager to prove himself, he proactively sets limits, gives responsibility, and establishes boundaries within which failure can be absorbed — conformable transformation: conforming to the pace this person wants, while using the other's language to give the structure he truly needs. - With a newcomer of excellent aptitude who can be pulled upward, he invites someone more senior than himself to mentor, hands over the stage so the person can grow on their own — superior transformation: he can rise directly from "mentoring people" to "letting people grow themselves."

The same game, but different situations require switching. If the first type is mentored the way the third type is, the newcomer will be pushed into the water; if the second type is mentored the way the first type is, the person will lose direction; if the third type is mentored the way the first two are, the person will be emboldened without a stage.

Note the key point here: the three transformations are not "the bodhisattva picking whatever form he likes," but "adjusting to the beings' aspirations and the situation." This is the inner logic of the conformable transformation branch — the direction of manifestation is determined by the other's need, not by one's own preference. Modern people readily read 自在 as "doing whatever I want," which is precisely to step into the misreading.

Scenario Three: A Clinical Psychologist

A third example. An experienced clinical psychologist can move in and out freely across different sessions:

- Transformation of action: he understands different intervention methods — cognitive-behavioral, psychodynamic, family systems, mindfulness, narrative approaches; each of these is a "craft." - Conformable transformation: facing an adolescent's restlessness, he can use the other's language; facing a middle-aged mother trapped in family relationships, he can enter a very different frequency; facing a bereaved elder, he knows how to approach and how to hold silence. He can switch, but he is not switching personalities — what switches is his precise response to "what this person needs at this moment." - Superior transformation: occasionally he can, at a certain moment, completely let go of technique and be purely present. This "superior transformation" is not a high technical level, but his ability, when needed, to rise into that pure presence that "no longer needs instruments." This is the harder skill.

And the final aim of all three layers is the same direction: to let the person in front of him be liberated from some knot. Not to make himself look brilliant, not to take on more cases. It is to make the other person a little lighter between walking in and walking out.

Where People Most Easily Map It Wrong

After walking through the three scenarios, here are the points people most easily fall into:

1. Reading 遊戲 as "lighthearted ease." The misstep: equating the engineer's mastery in writing code with "effortlessness." The fact is, behind this mastery lie thousands of hours of hard work. The classics never say this state is "not hard"; they say it is "hard but unobstructed." 2. Seeing only the "concentration" and not the "manifestation." The misstep: seeing only the psychologist's "superior transformation" of quietly being present, and assuming 遊戲 is some kind of peak meditative experience. The fact is, without the specific techniques of the action-transformation and conformable-transformation branches underneath, the "superior transformation" is only floating, not ascending. 3. Seeing only the "manifestation" and not the "final aim." The misstep: thinking 遊戲 means "being flexible and able to switch." The fact is, if the engineer switches only for his own showmanship, his mastery is only "play" — performance. In the classical "恒現三種化,以是利眾生," the four characters "以是利眾生" ("thereby benefiting sentient beings") are the words of this concept that cannot be removed. 4. Reading the "conformable transformation" as "going along with the other person." The misstep: thinking that conforming to others' desires means saying nice things to please them. The fact is, the key to the conformable transformation lies not in "conforming" but in "being able to transform" — what the other wants is not necessarily what the other truly needs; a person with 遊戲 skill can, between "conforming to their desire" and "resolving the root," find the one manifestation most fitting at that moment. This is not flattery; this is masterful application (自在運用).


Why Contemporary People Need It

In an Age of "High-Performance Burnout"

Contemporary workplaces and lives easily fall into a structure: the more capable you are, the more output is demanded of you; the higher the output, the more you are expected to make no mistakes; the fewer mistakes, the more you lose your ease. In the end, that team leader "very good with people" may suffer insomnia, may become irritable, may simply stop replying to messages after work. This is the typical state of being "competent but not free" (有能力而沒有自在).

The *Mahāyānasūtrālaṃkāra* separates these two words cleanly: competence is one thing, mastery (自在) is another. If one is merely skilled without mastery, that skill becomes a burden. Only when one first attains mastery within the samādhis can manifestation "thereby benefit sentient beings" — rather than "thereby benefit oneself" or "thereby prop oneself up."

The first level of meaning for contemporary people: we might ask ourselves whether the skills we are praised as "very capable" in are being held up by force, or are moving freely? Held up too long, they crack.

"Altruism" Redefined

Contemporary culture tends to have two extreme readings of "altruism": one is performative altruism — showing off volunteer work, showing off public welfare, showing off how much I give for you; the other is indifferent altruism — you live your life, I live mine, talking about altruism is too affected.

The altruism offered by the concept of 遊戲 is a third kind:

- Altruism is not performance, because the mastery of 遊戲 has already withdrawn the self from performative motivation; - Altruism is not indifference either, because "always manifesting the three transformations" is a continuously active manifestation — the bodhisattva never says "not my business"; - The concrete method of altruism is "manifesting freely in response to different situations" — for us today this is an extremely concrete methodology: in the workplace, in the family, in the community, how to "manifest" and into what form has real technical content.

The second level of meaning for contemporary people: altruism can be a skill, and the summit of that skill is "giving as if in play." Note — "as if in play" is not carelessness; it is mastery.

The Contemporary Value of the Word 自在

The two characters 自在 (zìzài, "free/at ease") are often used today as a catchphrase: "be a little more free," "loosen up." But if we return to the classics, it is a structure with substance, function, and final aim: substance is 戲業 ("sportive function," unobstructed in deep concentration), function is manifestation (responsive and manifold), and final aim is rescuing and benefiting. If modern people read 自在 as "not bound by any frame," that is merely another way of saying "self-centered," the exact opposite of the classical mastery of being "supreme in the saṅgha."

What contemporary people need is this mastery with a final aim — it allows you, in an age of high performance, neither to stall in the illusion of relaxation nor to yield to exhausted reality, but to let your abilities genuinely, freely, and with direction, go out into the world.


Common Misreadings and Clarifications

Misreading One: Taking 遊戲 as "Relaxation, Frolic, Doing Nothing"

The most superficial misreading. Seeing the two characters 遊戲, one thinks of holidays, playing games, casualness. The classical 遊戲 never takes "looseness" as its substance, but rather the free application of meditative power (定力). The more this "play-like" mastery, the more years of training behind it. When we see a senior craftsperson lift something heavy as if it were light, that was earned by ten years of sharpening one sword; when we cannot see those ten years, we assume he "didn't use any effort."

Misreading Two: Reading 自在 as "Not Bound by Any Constraint"

When contemporary culture speaks of 自在, it often carries the flavor of "not constrained by others/institutions." But the mastery of "playing in all samādhis" is unobstructed within the deepest inner structure, not unruly with respect to external rules. In fact, a person who has not been deeply forged by samādhi cannot achieve the precision and measure of the conformable transformation — because measure requires concentration; only concentration produces measure.

The reminder for our time: true "freedom" is not the absence of constraint, but having enough inner depth that external obstructions dissolve on their own. Treating "freedom" as "not governed by norms" is the flattened "freedom" of our age, which is on an entirely different level from the classical 遊戲.

Misreading Three: Seeing Only "Concentration," Not "Manifestation"

Reading 遊戲 as a kind of peak meditative experience — "sitting there, doing nothing, feeling comfortable" — misses what is truly extraordinary about the concept of 遊戲: it cannot rest within the state of concentration.

The *Mahāyānasūtrālaṃkāra* is very explicit: "恒現三種化,以是利眾生" (always manifesting the three transformations, thereby benefiting sentient beings). Apart from manifestation, mastery is not 遊戲; apart from the final aim of benefiting sentient beings, manifestation is only performance. Therefore, if there is only concentration without manifestation, this person is not "playing in all samādhis," but "sitting alone in all samādhis."

Misreading Four: Seeing Only "Manifestation," Not "Final Aim"

A symmetrical misreading in the other direction. Reading 遊戲 as "being flexible, able to switch, able to give people what they want" — for example, a social operator who is very good at reading the room and reading faces. The classics make the very possibility of such "manifestation" conditional on the final aim of benefiting sentient beings; without this direction, "manifestation" is only the worldly trick of being all things to all people, not the bodhisattva's 遊戲.

This point is especially important for contemporary people: contemporary society heavily rewards surface abilities like "reading the room and switching," but without a genuine final aim — truly letting the other benefit, be liberated, and grow — such ability is only a consumable, and sooner or later it will consume itself as well.

Misreading Five: Detaching 遊戲 from the Sequence of Bodhisattva Attainments

The verses combine 遊戲 with "ability to see, ability to bestow, mastery, attainment of Dharma, and roaming vow" into the six marks of accomplishment. In other words, 遊戲 is not an isolated trait, but one kind of high-level expression that a person accumulates over the long course of bodhisattva practice.

This deserves special attention from contemporary readers: we cannot skip the prerequisite work of "seeing, bestowing, mastery, and attaining the Dharma" and go straight to learning the appearance of 遊戲. Without support, that appearance becomes frivolity or performance; only when it appears on a deep foundation is it truly this concept.

An analogy (merely an analogy, not an equation): what contemporary psychology calls flow state (心流) describes a state in which, when high skill and high challenge match, a person enters a composed state "as if in play." But the classical 遊戲 is not equivalent to flow — because flow can be purely self-referential experience, not necessarily having the "altruistic" final aim; the classical 遊戲 must point toward rescuing and benefiting sentient beings. At the same time, the concept of flow does not cover the entire depth of what the classics call "attaining the greatest mastery in the midst of the Buddha's assembly." So the two can illuminate each other but cannot be equated; using the language of positive psychology to replace the language of the bodhisattva is itself a narrowing.

A Brief Summary

Reading the two characters 遊戲 in the *Mahāyānasūtrālaṃkāra*, the easiest misreading to fall into is to read it with the first reaction of modern Chinese. Its substance is 戲業 (the mastery of concentration), not frolic; its function is the three transformations (action/conformable/superior), not performance; its final aim is accomplishing others' benefit (bringing about liberation), not self-amusement.

Once these three layers are understood, a completely different picture appears: the person who attains great mastery in the deepest samādhi — his mastery is not the quiet of retreating into the mountains, but naturally, in a thousand forms, appearing in a thousand situations, each appearance exactly most useful for that situation, and never ceasing, because "恒現三種化,以是利眾生" — the character "恒" (always) carries the greatest weight. This is the true weight of the character "最" (supreme) in "supreme in the saṅgha."

If contemporary people want to approach some aspect of this concept in daily life, they can begin with the simplest question: the things I call "abilities" — are they being held up by force, or are they moving freely? Held up by force, they will sooner or later shatter; moving freely, they can truly be given away.

Canonical EntryAI-generated

一、定义与核心要义

「游戏」(vikrīḍita)一词,在《大乘庄严经论》中特指菩萨于佛众之中游戏诸三昧、诸禅定而最得自在之相。此处「游戏」并非世俗嬉游之意,而是以「戏业」为体——对诸定运用自如、无有拘碍。此种定中自在又能进一步发为多样化现,以利益众生为明确归趣。

二、主要阐述

《大乘庄严经论》以「游戏诸三昧,僧中最第一」之偈颂标举游戏之胜,释文明言菩萨「于佛众中游戏诸定最得自在」。此种自在并不止于自身受用,而与教化众生的「化业」相连。偈颂云「恒现三种化,以是利众生」,释文将三化分为:业化,于工巧业处自在示现;随化,随顺他人所欲而自在示现;上化,住兜率天等胜上之处而示现。三者共同的要点,在于能够因应不同情境而作自在之化,并且恒常以利益众生为目的。

本论又从化身的教化作用补充此一侧面:化身「于一切时教化众生」,所现不限於单一形态,可现工巧、现出生、现得菩提、现般涅槃。这些种种示现被称为「大方便」,其结果是令众生得到解脱,并被判定为「他利成就相」。因此,游戏所表现的自在无碍,并非孤立之定境,其具体落处在于不拘一式的化现;示现的内容虽有工巧乃至般涅槃等差别,方向则一致指向教化、解脱与他利成就。

此外,偈颂以「游戏亦游愿」并列成就之相,与「能见」「能授」「自在」「得法」合为六种。就原文可确定者而言,游戏所表现的自在,体现于三昧中最得自在;另一面则落在不拘一式的化现之中,两者皆以利乐众生为归趣。

三、不同部类与译本的表述差异

本条目所据主要为《大乘庄严经论》(瑜伽部·《大乘莊嚴經論》)一论。本论就「游戏」一词使用了多种相关术语形式:

- 「游戏诸三昧」:以诸三昧为游戏之所对。 - 「游戏诸定」:以诸禅定为游戏之所对,与「诸三昧」互文,指向同一对象。 - 「游戏亦游愿」:将游戏与游愿并列为菩萨成就之相。 - 「戏业」:作为游戏作用之概括名称,显示其「业」之面向。

其中,「诸三昧」与「诸定」在原文中可互换使用,指向同一对象;而「游愿」一词在原文本块中未进一步解释其内涵,此处仅依原文呈现,不另作推衍。

四、与相关概念的关系

在本论中,游戏与下列概念密切相关:

- 与化业:游戏之自在发为三种化(业化、随化、上化),三化皆为化业之具体内容。 - 与化身:化身「于一切时教化众生」,其示现(工巧、出生、得菩提、般涅槃等)即游戏自在之落实。 - 与大方便:化身种种示现被称为大方便,其效果为令众生解脱。 - 与他利成就相:游戏之归趣在于成就他利,即令众生得到解脱。 - 与成就六相:游戏(及游愿)为菩萨成就之相之一,与能见、能授、自在、得法并列合为六种。

五、代表性原文引用

- 「游戏诸三昧,僧中最第一。」 - 「于佛众中游戏诸定最得自在。」 - 「恒现三种化,以是利众生。」——三化为业化、随化、上化。 - 化身「于一切时教化众生」,现工巧、现出生、现得菩提、现般涅槃,「是大方便」,令他利成就。 - 「游戏亦游愿」——与能见、能授、自在、得法合为六种成就之相。

By SutraAI-generated

大乘莊嚴經論T1604 · 瑜伽部

《大乘莊嚴經論》以「遊戲諸三昧」為核心表述,說菩薩於佛眾之中遊戲諸定,所得自在最為第一。此處「遊戲」並非泛指嬉遊,而是顯示一種「戲業」:對諸三昧、諸禪定運用自在,無有拘礙。偈頌先以「遊戲諸三昧,僧中最第一」標舉其勝,釋文再明言「於佛眾中遊戲諸定最得自在」,故本論所用的主要術語形式包括「遊戲諸三昧」「遊戲諸定」及概括其作用的「戲業」。

此種定中自在並不止於自身受用,而與教化眾生的「化業」相連。偈頌說「恒現三種化,以是利眾生」,釋文將三化分為「業化」「隨化」「上化」:業化是於工巧業處自在示現;隨化是隨順他人所欲而自在示現;上化則是住兜率天等勝上之處而示現。三者共同的要點,在於能夠因應不同情境而作自在之化,並且恆常以利益眾生為目的。由此可見,本論論「遊戲」時,特別突出了由三昧自在發為多樣化現、進而成辦利益的作用。

本論又從化身的教化作用補充這一側面:化身「於一切時教化眾生」,所現不限於單一形態,而可現工巧、現出生、現得菩提、現般涅槃。這些種種示現被稱為「大方便」,其結果是令眾生得到解脫,並被判定為「他利成就相」。因此,遊戲所表現的自在無礙,具體落在不拘一式的示現之中;示現的內容雖有工巧乃至般涅槃等差別,方向則一致指向教化、解脫與他利成就。

此外,偈頌另以「遊戲亦遊願」並列成就之相,與「能見」「能授」「自在」「得法」合為六種。就原文可確定者而言,本論除「遊戲諸三昧」「遊戲諸定」「戲業」外,尚使用「遊戲」與「遊願」相連的術語形式;但此原文塊未進一步解釋「遊願」的內涵,故不宜越出本文另作推衍。整體而言,本論以定中最得自在為遊戲之體現,以三種化與化身種種示現為其教化作用,以恆利眾生、令得解脫及成就他利為其明確歸趣。

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