On December 14-16, the 2021 China Game Industry Annual Conference was held in Guangzhou. With the theme of "Self-Discipline, Diversification and Empowerment, and Actively Integrating into the New Wave of Digital Economy Development", many government leaders, media and enterprise representatives attended the meeting, with many highlights and continuous excitement. Xu Renbin, CEO of Poker City, attended the conference and delivered a keynote speech entitled "Game +" Under the Leadership of Party Building.
Xu Renbin introduced that under the leadership of party building, Poker City has opened up the situation of cross-border business, focused on future sustainable development with the "game +" development model, integrated games with science, medical care, public welfare, etc., and strived to build a new cross-border development ecology with the game industry as the core.

Recalling the original intention of proposing the "game +" strategy, Xu Renbin said that as a "veteran" of the industry, Poker City grew together with the industry and benefited from the times in the development process, so it hoped to be able to give back to the society as a game company.
At the same time, Poker City hopes that more game peers will join the exploration of "Game +", applied for registration of the Shanghai Forward Digital Technology Research Institute, and operates a Game for Good industry open platform under the research institute, hoping to use the power of the platform to share the "Game +" experience to more people, so that the game can play a greater positive social value.
The following is the full text of the speech:
Leaders, colleagues in the game industry, good afternoon!
Thank you very much for the invitation of the Music and Data Association and the Working Committee, so that I have the opportunity to share and exchange with you this year's industry annual meeting on the topic of game empowerment. Some time ago, I saw the industry self-media taking stock of Shanghai's game companies, and Poker has been placed in the ranks of the veteran game companies, only to find that unconsciously we are already a veteran of the game industry. In 2010, my partner and I started a business, from end-to-end to page- to mobile-to-mobile, and then sailed to sea, and after many business transformations, we developed from the initial grassroots entrepreneurial team.
Today we have more than 500 million registered users worldwide and nearly 40 million daily active users, of which 70% of users and revenue come from overseas markets. Looking back on the road, we often lament that today's achievements are in the final analysis a good era, when we were born to catch up with the 40 years of reform and opening up, when we started a business, we caught up with the development of the Internet for 20 years, when we expanded, we caught up with the rise of China, and followed the "Belt and Road" to develop overseas, feeling that the state helped us arrange everything. In the second year of His founding, Helk had a party branch. On the road of our many transformations and growth, party building has always been the red engine of Poker's development.
In the tide of the times we are fortunate beneficiaries. So we're also thinking about the question: How can we give back to the society in the game industry?
In the winter of 2019, we at the Poker Charity Foundation rushed 3,000 kilometers to the Nujiang River in Yunnan Province, and found that many poor children here walked more than an hour to the school every morning, and they could not eat breakfast, which seriously affected their health. It just so happens that our "Stir Fry Jianghu" is a casual game themed by Chinese food. We launched the "Love, Be Early" public welfare mission in the game. Every time the player completes a mission in the game, the children in the mountains receive a warm breakfast from Poker Charity.
This accidental game public welfare project was very successful, and many players left messages saying that they could do public welfare while playing the game for the first time. Seeing that it can arouse more people's awareness of public welfare makes me and my friends very excited, and it seems to have found a more meaningful way to open the game. At the same time, as the company continues to grow, we have been thinking about how to "break the circle" and go to the larger world. "Game +" has become a new way of thinking for us to explore outward.
On the other hand, because our party building and co-construction work is doing well, in this process, we have continuously expanded the "circle of friends", contacted and jointly built a lot of social resources that we had never thought of before. Among them are science and technology museums, hospitals, non-profit organizations, schools and so on. These organizations sound far from the game, but surprisingly they are all curious and interested in the game. Unexpectedly, these "serious" industries are also exploring us: "How can the professional field of knowledge affect more young people, perhaps through gamification?" ”
More and more recognition outside the industry makes us firmly believe that the value of games is far more than entertainment, and games are also promising in cross-border empowerment. It is under the leadership of party building that we have opened up a cross-border situation of business, and Poker began to confirm the development model of "game +" and focus more on sustainable development in the future. Therefore, in 2020, party building and Poker public welfare merged to establish a sustainable development office, which closely combined party building, public welfare and the company's business, integrated games with science popularization, medical care, public welfare, etc., and strived to build a new ecology with the game industry as the core and cross-border development.
In the outbreak of the new crown epidemic in 2020, we donated 10 million yuan to Wuhan for the first time, and because of this opportunity, the people's network took the initiative to contact us, hoping to cooperate in launching a popular science game to popularize epidemic prevention knowledge. At that time, it was the Spring Festival holiday, and I did not expect that my friends were full of enthusiasm for this matter. After the completion of the game, OPPO, WeChat Mini Games and other industry partners have strongly supported, have come up with the best advertising space for free, so that the exposure of this mini game in a short period of time has reached 300 million, the cumulative error correction has exceeded 9 million times, and the scope of influence has greatly exceeded our expectations.
After this project, our confidence in the "Game +" model, especially "Game + Science", has been greatly enhanced. This is the first time we have felt so intuitively and strongly that, in the right context, games can give positive value to society.
In April this year, under the guidance of the China Association for Science and Technology, we jointly held the first "China Science Game Conference" with the Shanghai Science and Technology Museum, focusing on the practical scenes and development trends of popular science games, exploring the future development direction of popular science games, and releasing a new science popularization work "Jigsaw Puzzle Bird Hunting Journey" that promotes biodiversity. This is our first large-scale contact with popular science practitioners, and with their recognition and assistance, we have strengthened our confidence in the development prospects of popular science games.
At the same time, this year is a year in which China has made great achievements in the field of aerospace, and aerospace science has received extensive attention, which is the best opportunity to popularize aerospace knowledge and spread the spirit of spaceflight. We have jointly launched the "I Am an Astronaut" series of science popularization plans with XinhuaNet, carried out strategic cooperation in the field of aerospace science popularization, and expect to launch the "I Am an Astronaut" mobile game next year, deeply combining science popularization with gameplay, and making it an online stronghold for aerospace science popularization.
If "game + science" allows us to find a positive force in the game industry in cross-border empowerment, then the "game + medical" plate makes us feel the unshirkable responsibility of the game industry. This year is the first year of China's "digital therapy". Poker City was one of the first game companies to join digital therapy. At present, we focus on the exploration of gamification digital therapy, which mainly contains two major topics, one is for the elderly and young cognitive impairment patients, hoping to screen and alleviate Alzheimer's disease through games, and the other is the gamification software for the rehabilitation training of children with oblique amblyopia before the age of 7, which is expected to be officially launched on the market next year.
The practice and exploration of "Game +" we have been continuing. It has successively produced products such as "Yuexue Party History" with popular science party history knowledge, and "Happy Age Rising G Elimination" to help the elderly integrate into the digital age. But in fact, in these "game +" product development, we have encountered many difficulties. The vast majority of our project team members have made commercial games, but for example, the "game + medical" project just mentioned, the business prospect direction is not clear, the professional barriers are very high, and it is a very big challenge for our partners. But everyone still holds great enthusiasm, continues to learn, and strives to do their best to make society a better place. This alone gives me confidence in the future of Game +. Because I see our younger generation of game practitioners who not only love games, but also have great love in their hearts. Today we are here to talk about game empowerment, precisely because of the existence of such a group of practitioners.
In addition to teams like those focused on "Game +", other commercial teams within Pock share the same passion and want to use their expertise to give back to the community. In order to make more projects match the appropriate "game +" direction, we have summarized a set of "game +" participation mechanisms. This mechanism is presented in the form of a board game. Find the most suitable "Game +" path through the free combination of cards of different "game project types" and cards of different "social responsibility directions". In the project team of the newly established project, the game producer needs to communicate with the sustainable development department to select the appropriate social issues, whether it is biodiversity or traditional cultural inheritance, they will find the most suitable game carrier. After nearly a year of practice, "Game +" has been integrated into the project approval process within Bork.
Our "Stir Fry Jianghu" team took this mechanism to choose to go to Dunhuang Research Institute to learn Dunhuang culture and mural techniques in depth, integrate the beautiful Dunhuang culture into the game of "Stir Fry Jianghu", and launched the "Flying Immortals Outside the Sky" version to promote Dunhuang culture and let players feel the beauty of Dunhuang culture. Under the background of this good cooperation, in March this year, Dunhuang Research Institute set up an art talent exchange and learning base in Boke, and selected outstanding animators to go to Dunhuang for a week-long Dunhuang resident art training every year. At the same time, Poker City will also invite young painters from the Dunhuang Research Institute Art Institute to come to Poker City every year for a month-long animation art study, combining computer painting technology with copying hand-drawn.
In recent years, General Secretary Xi Jinping has repeatedly stressed that cultural self-confidence is a more basic, broader and deeper self-confidence, and a more basic, deeper and more lasting force in the development of a country and a nation. Promoting the creative transformation and innovative development of China's excellent traditional culture and telling the Chinese story to the world is also something that we gamers have the ability and responsibility to do well.
I would also like to share with you that our "Game +" strategy has expanded into the field of art. We invited renowned architect Tadao Ando to build the Poker Center for us, a research and development center and a game art center, which is expected to be completed in 2025. In the past three years of preparation, we have taken Art is Game - "Game as Art" as the core idea, inviting artists to use games as a carrier to boldly experiment and create, so that the game can convey a more in-depth attitude and ideas. In the future game art center, we will unlock the combination of online and offline exhibition experience, explore and show the artistry of the game, and incubate more cutting-edge game artists.
Going back to our original question, what positive value can games bring to society? In our practice and exploration in the past few years, we have slowly found the answer.
From the beginning of the "1 breakfast" to the final Game Art Center of Tadao Ando. Each step may seem accidental, but it is our response to our belief in "game empowerment.". If you don't forget it, there will be an echo. Game for Good is our answer. Looking back at Poker's development over the past few years, I am most happy to see our vision of empowering society for the game industry and make a little attempt.
"Game +" is an exploration of our hopes to find a new sustainable development path. At the same time, we also hope that more peers will join us. Game for Good is more than just a slogan. We applied for registration this year with the Shanghai Forward Digital Technology Research Institute, which was approved in August this year, which operates the Game for Good Industry Open Platform. On this platform, we hope to share these experience resources with everyone, so that games can play a greater positive social value, so that the whole society can see the unique advantages of the game industry in social responsibility fulfillment and value realization.
Thank you.
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