Games have an irreplaceable importance to our generation. Speaking of games, we can think of "Pushing Boxes" that were first played on the red and white machine, to "Warcraft" and "QQ Hall" played on computers when they were students, then to the "Happy Farm" and "Grab a Parking Space" page games, and then to today's various types of popular mobile games. We can always think of the happy times in our lives when we play games with our friends around us at a certain time.

In addition to his own memories, he can also see games as an element to promote the plot in many film and television works. In "Happy Planet", the class teacher practices "Legend" all night every day, just to be able to beat Ding Kaile and let them study well instead of obsessing with the game every day; in "Let's See the Meteor Shower", there is also a plot of Ye Shuo winning Murong Yunhai in "Warcraft 3". But the creators, consciously or unconsciously, have more or less expressed their gaze and prejudice against the game in film and television works.
Today, the game-related industry is also developing rapidly. EDG's victory at the S11 event triggered more than 100 billion domestic topic views; the League of Legends drama "The Battle of Two Cities" ranked first in the ratings of 52 countries. These phenomenal events have shown us the huge social and cultural influence hidden behind the game, which is gradually being tapped out by us.
What made the game change so dramatically? And after players and society have put forward higher requirements, what different things can games bring us?
Today's games can be said to be equally important to cultural values and technological values. Under the dual needs of culture and technology, the value of the game itself has emerged infinite possibilities. In terms of cultural value, the game can integrate the cultural elements in society into the narrative or gameplay of the game, through this mode, players can also feel the weight of culture in the process of playing.
Moreover, the game's unique interactive technology and immersive experience will also bring new vitality to traditional culture; in terms of scientific and technological value, the game's technology in simulation and simulation can be applied to the training of various real-life skills, breaking free from the shackles of time and space to solve real problems in the game scene.
At the same time, games are also an art form, like music and film and television works, carrying the creator's meaning and expression of reality and society. The spiritual core of some good games is even concerned with profound human propositions such as disease, anti-war, art discussion, animals and environmental protection.
"Cancer Like a Dragon" is a good example, this is a father for the son with cancer made an adventure game, the player in the game from the father's perspective to experience the child's entire mental journey from the diagnosis to the active fight against cancer and finally taken away by cancer, the whole game is completely linear narrative, because there is only one road in life. It makes many players realize the horror of cancer and understand the preciousness of life.
Under the needs of today's players and society, good games will point to some realistic existentialism, such as courage, kindness, inheritance, and social responsibility.
For example, "Peace Elite" developed by Tencent Games has carried out a linkage activity with the Institute of Oceanology of the Chinese Academy of Sciences called "The Next Circle, is the Blue Sea". Players can personally board the "Science One" research vessel in the game and learn about the environmental protection knowledge related to the treatment of red tide. Many players did not eat the chickens, and the fights were not fought, and they went to port D to drive the "Science One" research ship to control the red tide.
"Glory of the King" has also been jointly named by the Dunhuang Research Institute for many times this year, and has successively launched Dunhuang cooperation series skins such as "Yao Meets the Sacred Deer", promoting traditional culture in their own way and telling the story of Dunhuang in their own language. When the heroes dance in the game and the cyberspace, it undoubtedly allows players to directly feel the depth and shock of the cultural heritage.
Produced by five college students, "Wasteland LinHai" won the gold medal of this year's Tencent College Game Creative Production Competition for Environmental Protection Track. In the game, players will become sand control people, according to different geological conditions to choose the appropriate sand-proof plants, as the story progresses players will gradually understand the planting of trees and sand control doorways, in the learning step by step to turn the desertified village back into an oasis.
With the development of society and the progress of the game industry, games are not only a way of entertainment for us, but also a means of solving problems. Learn to protect the environment and learn to become better through the way of games, which is the greatest meaning of games as a Carrier of Covent!