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What can gamers do for a better world?

<h3>"I passed on the warmth"</h3>

Last Thursday, Touch launched a call for help on its public account, and the title of the call was: What warm stories have you encountered in the game? We received quite a few responses in the message area.

A reader named XK tells a story about friendship, and he meets a group of friends who fight well in League of Legends. These friends have been playing games with him, praising him when they win and encouraging him when they lose. This made XK a little embarrassed. He and these friends became increasingly acquainted, playing games together whenever they had time, and meeting offline on the day IG won the championship.

"It was a beautiful encounter," XK told us, "and although people are more at odds with life now and rarely see each other in the canyon, League of Legends is still something I can't leave behind." I hope that no matter what I do in the future, I can be like when I played "League of Legends", I will be invincible and invincible. ”

The story of the reader Aye is about warm care. This story comes from "Sword Man Romance Online Edition III". At that time, Ah Ye failed the college entrance examination, he wanted to escape from life in the game, and as a result, he met two "super gentle and kind" girls in the game. With their encouragement and companionship, Ah Ye gradually stepped out of the shadow of failing the college entrance examination and became an equally gentle and cheerful person.

Two or three years later, Ah Ye became a master in Sword Net III, and one day, he met one of the girls in the game. This girl began a "love affair" with other netizens in the game, but this relationship brought her not happiness and warmth, but annoyance and harassment. With the support of Ah Ye, the girl ended this unhealthy relationship and promised him that "it will not be online before the college entrance examination".

It's a bit like Wang Shuo's novel, Half Flame, Half Seawater, except that the end of this story is much brighter. Later, the girl was admitted to the school of her choice and came to thank Ah Ye. The girl said to Ah Ye, "I am grateful that you pulled me when I was confused in the face of unknown dangers." Ah Ye ended the story with a rather comforting-sounding phrase, he told us: "I received tenderness, I passed on tenderness. ”

Another story that impressed me was shared by reader Albalest. The story was about chivalry, which he called "an ordinary story on the continent of Azeroth." Listen to his description, the story takes place on the continent of Azeroth, when he was a novice, a "poor human warlock" wandering around the western wilderness, and when he was overwhelmed by everything in that mysterious and vast virtual world, he accidentally sent out the message of seeking a team. "Then my hero appeared." He said, "He has reached the full level, pulled me into the dungeon, the skill flashed under the monster's sword, and I didn't even have time to release the instantaneous skill." ”

The hero whisked his clothes away. Arbalest didn't even know how to make friends and ended up not visiting Azeroth for various reasons. He wrote down the flashing hero with a Xiaomi sticky note: "On July 29, 2016, at 21:03 pm, his name was Di Pei Ace_Aisara. ”

Campanella, who loves to cut down trees, also has a story about friendship, planting a bunch of trees while playing the online version of Stardew Grain Language with his friends, and he needs wood. But then he went to his third year of high school, never went to Stardew Grain Language again, and the tree never had another chance to be cut. A long time passed, until one day, friends in the group asked: "Can we cut down the tree in front of your house?" He realized that although he was no longer on the farm, he had left a whole grove of trees for his friends. Friends who knew he liked to cut down trees had also kept the woods, waiting for him to return.

What can gamers do for a better world?

In Stardew Grain Language, players have the opportunity to help each other and work together with their friends

The story of the reader's crossing the ocean is about generosity, and his account was stolen during the World of Warcraft level 60s. Equipment and money were looted. His character is a Paladin, who has lost his equipment, and he can't even beat normal monsters in the game, let alone do quests and dungeons. If you start from scratch to build a good equipment, the difficulty is no less than the long march. He cried out in the guild about his experience, and an unknown character gave him a real silver sword - if you had played this game, you will know that at that time, this forged weapon was not only valuable materials, but also very troublesome to obtain. He said: "Although this kind person has been missing for a long time, this warmth has always existed in my heart. ”

Reader Sheky's story is about kindness. She said, "Every time I play 'Fading Light', I match whether it is a Chinese player or a foreign player, I can greet you in a friendly way, and then say goodbye in a friendly way after playing." In this supposedly desperate world of games, I am comforted by this strange friendship. ”

The story of the readers starving is also about kindness — the kindness of strangers. She said: "I have a good friend in the game, every time I go online is in the middle of the night, once he asked me why I always go online in the middle of the night, I said that I have a second child, sleep is not good, I can't sleep to play the game." In fact, I am ghosting, I am just talking bad words, throwing out the identity of the second child so that the other party does not say to add WeChat. Then I didn't play the game for months in between, and when I went online again, he was also online and asked me: 'Are you okay?' Was the baby born? ’”

<h3>"Play for Good" connects you and me</h3>

These stories are all experiences of the player in the game, and they are all related to the people in the game. We harvest warmth in the game, some from friends, some from strangers, some even from people who meet in pingshui or from a certain moment.

Compared to the negative emotions of pain or anger, warmth is not too advantageous. That's how people are, we remember things that hurt us, we remind ourselves not to forget them. We always remember anger or hatred, and negative emotions always drill out and try to devour our emotions and hearts. In contrast, most people only recall those warm moments for a few moments.

But warmth is not worthless, it is gentler, more hidden, but also more durable. That warmth changes us, changes our character, makes us feel confident in the world, and encourages us to pass on that warmth to others. Before we even realize it, change happens.

What can gamers do for a better world?

"Collection! Animal Forest Friends is a game that encourages players to give warmth to others

We will also give warmth to others in the game, we will help friends in the game, and we will reach out to people we don't know. In many cases, we are not only the recipients of warmth, but also the transmitters and givers of warmth. But of course that's not enough, and if we look a little further, we'll find that, in fact, games and gamers bring enough warmth to people and the world. The Internet and games facilitate the transmission of information, bring people closer together, and empower people to come together and exert greater power. This power and warmth separate from the virtual world, change the real world, and bring help to people and things in need in real life.

Our solicitation last Thursday was actually in response to the theme of Tencent Games' campaign during this year's "99 Charity Day". During this year's 99th Charity Day, Tencent Games launched a public welfare action call for players of nearly 20 games with the theme of "Play for Good" to lead players to do good deeds together. "Play for Good", in simple terms, the meaning of this phrase is to allow players to contribute to society through games, and to spread the warm love of players to more people in society through interactive projects in the game.

Specifically, how does the game do this for us?

<h3>What else can games do for society? </h3>

Let's start with the 99th Charity Day. 99 Charity Day is a national public welfare initiative led by Tencent. As the name suggests, the climax of 99 Charity Day is September 9 every year. On some occasions, it is also known as "Internet Charity Day".

The first 99 Charity Day was held in 2015, and Tencent joined hands with non-profit organizations, well-known enterprises, celebrities, celebrities and top creative communication agencies to jointly launch this national public welfare action. This year, Tencent Games responded to the event with the theme of "Play for Good". Nearly 20 games under Tencent Games joined the public welfare activity in their own ways. In this event, Tencent Games' games used their own good methods to attract players to participate in the response activities in the form of interactive game experiences and answering questions.

Players do not need to donate, and the game does not guide and encourage players to donate. The purpose of these activities is to encourage more people to understand and pay attention to the public good. Players only need to participate in the activity, and the Tencent Charity Foundation will donate to the relevant projects in a unified manner. The donated projects include the restoration and emergency protection of cultural relics after the disaster in Henan, the repair and protection of the Great Wall, the digital protection of dunhuang Mogao Grottoes, the digital protection of Yungang Grottoes and tencent's growth and protection of the "Wisdom and Body Double Hundred" public welfare plan.

What can the game do to care for society, care for the vulnerable, care for the beautiful things that need to be paid attention to and protected?

In fact, the game can do more than most people think.

People who know about public welfare projects know that for public welfare projects, the biggest difficulty lies in "how to let more people know". As mentioned earlier, people often wish they had the ability to give warmth to others, and most people would not hesitate to lend a hand if the right opportunity was available. The sense of accomplishment in giving help to others is the highest reward for helping others. But the problem is that in real life, most people are busy with work or school on a daily basis and lack knowledge of the projects they are donating. Or, when many people think of the practical difficulties of participating in public welfare (such as not finding a suitable project, not finding a trustworthy organization), they often stop at the first step of "moving ideas".

These two points may be exactly the problems that the game is good at solving. Tencent Games' "Play for Good" five public welfare projects are to tell players what they need help with through gamification, and why these people or things need help. Seriously, this is the best game of the game, in the game to make the player have some feelings, everything is in the subtle.

What can games bring to us as a carrier?

The five major public welfare projects donated include the restoration and emergency protection of cultural relics after the disaster in Henan, the digital protection of 16 caves in Yungang Grottoes, the digital protection of Dunhuang Mogao Grottoes, the restoration of the Great Wall and the "Wisdom and Body Double Hundred" public welfare plan for urban and rural children. Tencent Games has made a set of HTML5 interactive pages for this purpose, and everything is no longer cold preaching and introduction, but an interactive issue that makes people interested in participating. Players in the interactive page in the way of answering questions to understand the relevant knowledge of public welfare projects, get points, points will be converted into love help value, players can choose one of the 5 projects to love help, Tencent public welfare will donate the corresponding funds.

Almost all games use gamification to let players know about public welfare projects, such as Glory of Kings. In this 99 Charity Day, the hero of "Glory of Kings" has "transformed into a public welfare ambassador". Daji will lead the player to collect the Great Wall Protection Puzzle in the game, and the player can receive the exclusive small red flower in the event. Every time the player unlocks a puzzle, they unlock a piece of knowledge about the Great Wall. Players can learn more about the Great Wall throughout the event. And understanding itself is power.

What can gamers do for a better world?

Players will learn more about the Great Wall and understand the importance of protecting it in the process of participating in the event

Also doing so is Call of Duty Mobile. Throughout the 99 Charity Day, Call of Duty Mobile Will conduct special operational activities within the game to help players understand the relevant knowledge of the charity donation project. Of course, as one of the sources of achievement, players can also get mission packages in the game to help different public welfare projects.

For example, "Tianya Mingyue Knife", the game will work with 4 jianghu public welfare ambassadors to let players guard the direction of their favorite public welfare in the game. There is also the "Naruto" mobile game, they have a "scratch music" activity, players in the scratch card activity scraped out 3 small red flowers, after winning the grand prize, will automatically accumulate the full service donation progress - note that at this stage, the entire server players have a common goal, and thus a sense of belonging and participation. The donation progress of the full service will eventually be converted into the donation amount, which will be donated by tencent fund.

What can gamers do for a better world?

In "Tianya Mingyue Knife", you will join hands with 4 public welfare ambassadors to act together

The above examples show us the characteristics of games that distinguish them from other cultural products. All of these activities can be seen as a standard gamification process. The process is like the game itself, interactive, fun, motivated, and appealing. Obviously, the appeal of the game is born from this, and when this appeal is used for public welfare, its energy is enormous.

The game is a vehicle, in short, it can do roughly two things in itself. The first is to let players understand and feel the message that the producer wants to convey in a subtle way through a variety of expression methods. Specific to public welfare projects, only by understanding can we empathize, and can we truly produce ideas and beliefs about participating in public welfare. As a means of expression, the game is obviously stronger than most other forms of expression.

The second is scale, as a cultural product with a very wide audience at present, games, especially successful games, have a huge impact. Many game titles are like a square in themselves, on which countless players gather, which in itself is a huge manifestation of influence.

We got a list of tencent games and businesses that participated in the 99th Charity Day – and when you look at the list, you'll find that basically all the influential games are in it. The games in the list include Glory of Kings, Peace Elite, Naruto Mobile Game, Tianya Mingyue Knife, Crossfire, Dungeons & Warriors, Tencent Chess and Cards, King of Chaos, Call of Duty Mobile Game, QQ Flying Car, Contra, QQ Dance, Everyday Love Elimination, Robles and Kitten Love Elimination, etc. In addition to these game products, there are many businesses including the LPL League of Legends Pro League, the KPL King of Glory Pro League, Tencent Game Academy, and Game Life.

Just think about it — oh, and don't even think about it — to get an rough estimate of the number of players these games can affect. For example, within 1 hour after the launch of the public welfare activity, more than one million players contributed love boost value to the "Protect the Great Wall, add me" public welfare project, and as of today, the love help value has exceeded 10 million - think about it, what an amazing concept this is, and how much power it will produce.

<h3>It's a medium and a super-digital scenario</h3>

Obviously, according to Tencent's definition, "games are becoming a super digital scene that connects public welfare and social issues."

How do we understand this sentence? Personally, what this sentence means is that games, as a medium, can act as a carrier and bridge between "people" and "things." In many aspects such as the repair and governance of cultural relics, the digital protection of cultural relics, the activation and interpretation of traditional culture, and the protection of minors, games have gradually shown quite amazing social value.

Using games for pro bono initiatives has a fairly clear advantage over other models. The user base of the game is relatively young, has a strong sense of honor, and the expression of the game is more diverse and easier, which is more conducive to the dissemination of public welfare information between different communities. In fact, before that, the game has been actively committed to connecting users and social welfare topics. The five public welfare projects involved in this event all have quite obvious humanistic characteristics, and several projects are not donated for the first time, but are part of continuous donations.

Among them, the donation object of the "Henan Post-disaster Cultural Relics Repair and Emergency Protection Project" is the rescue protection of related cultural relics after the recent extreme rainfall disaster in Henan, and the "New Tencent Great Wall Protection Project" is to carry out continuous protection and repair and digital interpretation innovation of the east section of the north building of the Jiankou Great Wall in Huairou District, Beijing. Also included in the list is the Dunhuang Mogao Grottoes Digital Protection Project – prior to this, several project teams, including Glory of the King, had already cooperated with the Dunhuang Research Institute, for which the Tencent Foundation would donate to support the design of the representative cave digitalization program of Dunhuang Mogao Grottoes.

What can gamers do for a better world?

Through the game, you can even join the Great Wall restoration project!

And what I personally like the most, and I think is the most far-reaching, is Tencent's growth and protection of the "Wisdom and Body Double Hundred" donation plan. Jointly initiated by Tencent Growth Guardian, Tencent Games and Tencent Foundation, the first phase of the plan provides 100 "future classrooms" and 100 "happy sports fields" for urban and rural children, which not only matches hardware measures, but also is equipped with a series of software services such as curriculum, teacher training, and events, providing both science and education and sports support for urban and rural schools, and providing more possibilities for children.

<h3>Make the world a better place</h3>

As gamers, we've pondered this question countless times: What does gaming mean to us? Sometimes, games are a paradise for us to interact with our friends, sometimes, games can become a warm harbor for our spirits, and in other times, we can do something through games, use the power of games, the power of players, to change the world around us.

99 Charity Day once again shows us the possibility of games changing society. Through the game, people have a profound connection with each other in a wonderful way; through the game, we have the opportunity to pass on our own small kindness and form a warm loop in society; through the game, we once again deeply realize that "infinite distances, countless people, are related to me."

As the reader said across the ocean, "This warmth always exists in my heart." There is no better meaning for a gamer than that.

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