"SPARK 2022" Tencent Games released more than 40 products and content online, including 11 products and related projects, focusing on the cross-border applications of games in youth growth, carbon neutrality, rural revitalization, medical care, social welfare, etc. Play a wider social application value.
With the rapid development of the mobile Internet, more and more minors have begun to contact and use the Internet. In order to effectively prevent minors from indulging in online games, Tencent Games actively responded to the requirements of the competent authorities, started to build a minor protection system in 2017, and continued to carry out a number of spontaneous and active explorations, including taking the lead in accessing the authoritative public security data platform for real-name verification. , Implement financial-grade face recognition, etc. Through industry-leading comprehensive compliance measures, the playing time and turnover of Tencent Games' domestic minors continued to be extremely low. During the fourth quarter of 2021, the proportion of Tencent's domestic minors' game time dropped to 0.9%, and the total playing time was year-on-year. It dropped by 88%, the proportion of game turnover dropped to 1.5%, and the total turnover decreased by 73% year-on-year.
Among the newly released products, digital products for youth safety education have attracted much attention. Tencent Interactive Entertainment Social Value Exploration Center, together with the Chinese Education Society Primary and Secondary School Safety Education and Safety Management Professional Committee, uses digital content to popularize safety knowledge and provide new solutions for youth safety education. The content of the product covers six safety education sections: social security, public health, accidental injury, network information security, natural disasters, physical and mental health, and self-protection. At the same time, AR technology, knowledge quiz challenges, multimedia interaction and other forms are used to transform static book content into three-dimensional simulation scenes, and digitally enhance the popularization and dissemination of safety education content.
In January this year, Tencent's first carbon neutral science popular science game "Carbon Island" jointly launched by Tencent Interactive Entertainment Social Value Exploration Center and Tencent Carbon Neutrality Laboratory was launched. This product is professionally guided by the Central Joint Certification Center and Hubei Carbon Emissions Trading Center. It simulates and restores the practical path of "carbon peaking - carbon neutrality" by placing business gameplay. From the perspectives of industrial upgrading and transformation, personal energy conservation and emission reduction, green ecological protection, etc., the concept of "dual carbon" is popularized through education and entertainment. After the launch, two popular science editions of "Ocean Carbon Sink" have been successively launched, which have driven millions of users to learn about "double carbon" knowledge. At the press conference, the new "Carbon Inclusive" gameplay of the product was also announced, which digitally displayed the low-carbon behaviors in 7 types of scenarios including clothing, food, housing, transportation, use, office, and digital finance. In the future, the product It also plans to connect the "carbon credits" accumulated by users to a real carbon inclusive platform, and continue to advocate a low-carbon and green lifestyle to the public.
In response to the problem that many precious musical sounds and ancient songs have disappeared due to lack of systematic records, Tencent Interactive Entertainment will join hands with China National Academy of Arts, based on the technical strength of Tencent Games, and try to use professional audio design and algorithm capabilities to build a system around sound, spectrum, It is a digital resource library of traditional Chinese musical instruments, and plans to carry out protection and popular science work in the collection and preservation of timbres, the research of ancient musical scores, etc., so that "ancient music will not be lost"! The first phase of the project will focus on the exploration of Guqin as a standardized model, and it is planned to collect digitally from three levels, which will be established respectively: 3D Guqin Model Resource Library, Resource Library of Subtracted Scores, and Guqin Tone Resource Library. On the basis of this, I tried to collect, save and model the timbre of traditional national musical instruments such as chimes. It is planned to help thousands of people listen to the sound of ancient musical instruments and feel the shape of ancient musical instruments in the form of digitalization; at the same time, explore the connotation and attributes of ancient musical scores, so that the public can understand the language expression of traditional Chinese music, so that cultural genes can be found and can be found. according to. At that time, users can listen to the millennium rhythm online through the interactive program, and more colleagues in the field of culture and technology can participate and create value together.
After proposing the strategic concept of "super digital scene" last year, Tencent Games continues to explore game technology, hoping to bring richer and more diverse experiences to users and create new value and possibilities for the society, starting from the proposition of the times closely related to society. The 11 products and projects in the "More New Values" section systematically demonstrate the achievements and value possibilities brought by the digital power of games in helping to solve social issues. As Ma Xiaoyi, senior vice president of Tencent, said: "With the continuous advancement of technology and the upgrading of our understanding, games will definitely be integrated into more economic development and social life, releasing greater technological power and richer value."
In the future, Tencent Games will continue to focus on the exploration of positive social values, continue to expand the boundaries of games, and combine games with more social issues and practical applications to demonstrate broader and diverse social values and the spirit of the times.