Exclamation mark and question mark after EDG won the championship

  China News Weekly reporter/Xu Pengyuan

  Issued in the 1022th issue of China News Weekly on November 29, 2021

  On the night when the first snow falls in Beijing in 2021, Wei Jie watched the recently released "Dune" in the theater.

The film is adapted from the novel of the same name by the American writer Frank Herbert. It has always been regarded as the most difficult science fiction work to be filmed. In 1984, director David Lynch once adapted it once, and the box office has a double reputation.

The only surprise is that this movie inspired Cryo to launch a video game of the same name in 1992, which is regarded as the originator of RTS (real-time strategy game), which influenced the birth of classic games such as Warcraft.

  After Wei Jie walked out of the theater, he discovered that the three English letters "EDG" had been fully occupied in the online world for the time of a movie.

She has never played games, and she doesn’t know the meaning of winning this "League of Legends" event, let alone if traced from the pedigree, this game still has a little "Dune" bloodline-borrowed from the early days of "League of Legends" "Dota" was originally a map in "Warcraft".

  Wei Jie is not the only one in confusion.

After watching the Manchester derby in the Premier League that night, Manchester United fan Yu Chen posted a post in his circle of friends, "The rainy night in Moscow has passed too long." A few minutes later, he did not receive a reply. He found that many people in his circle of friends were writing another message. In a game he couldn't understand, he had never realized that there were so many people around him who liked e-sports.

  This is a kind of confusion surrounded and engulfed by a huge sense of strangeness.

On a larger scale, there are as many as 80 hot searches related to EDG's win on Weibo, and the reading volume of related entries is close to 3 billion; most of the stars of the entertainment circle have called on Weibo for EDG, even if Wang Junkai presents the ID of commercial attributes so vividly, and it is rare to post "Me! People! Yes! Champion! Army!".

The total number of live event viewings on all platforms is even as high as 1.17 billion-you know that the audience for the 2021 Spring Festival Gala is only 1.14 billion.

As if overnight, e-sports not only broke through the inherent barriers of subculture, but also stood at the center of the national stage in one fell swoop.

  At the same time, the lines separating the crowds have become blurred.

American scholar Wesley Fryer once used the concepts of "refugees", "immigrants", "indigenous people" and "snoopers" to dissect people in the digital age.

This clearly intergenerational division seems to be losing some validity. At least Wei Jie and Yu Chen, who should have been classified as digital natives, felt that they were a bit left behind by the trend this time.

The carnival that should have come long ago

  The excitement is not only in cyberspace.

  22-year-old Fu Xinsheng is a senior at Beijing Information Technology University. When EDG destroyed the opponent team's crystal in the fifth game, the male dormitory he lived in boiled over.

He described the scene of that night to China News Weekly: “It was already a little bit in the night. It should have been a quiet time, but suddenly the whole building began to scream and the sound was very loud. Some people ran out of the bedroom. Cheering together in the corridor. Our dormitory on the same floor has someone slapped on the table, someone slapped the door, and rushed to tell the feeling. In a dormitory on the top floor, there were people playing the EDG team flag outside the window, because it happened to be snowing in Beijing, the wind It’s so big, the flag is just flying in the wind."

  In the LGD E-Sports Arena located in the Hangzhou E-sports Digital Entertainment Town, more than 400 e-sports fans’ applause and cheers overwhelmed the waves. People stood up, high-five, hugged, and waved the team flag to witness EDG's victory. time.

Three days ago, the official ticket purchase link issued tickets for only half an hour, and more than 400 tickets worth 69 to 99 yuan were robbed. Those who did not buy tickets were unwilling to find out if anyone had issued the tickets through various methods.

LGD club education lecturer Huang Mingyue told China News Weekly that every major event they used to organize would be full of offline viewings. Some spectators even held their children and watched them as a family of three.

  However, if you compare the 7-story collective watching of the Hefei Heart City Shopping Center and the party of more than 2,000 people in Wuhan Optics Valley Pedestrian Street, the excitement in the dormitory building and the e-sports stadium suddenly seems unpretentious.

What's more, the distorted excitement is vented in various staggering ways on short video and live broadcast platforms.

  "It's so natural, you think if Chinese football wins the World Cup championship, I'm afraid everyone can't wait to go out and celebrate. Games as a sporting competition, in fact, have begun to replace the World Cup." Jiang Yuhui, professor of the Department of Philosophy at East China Normal University, has maintained it for many years. For academic research on games, in his opinion, the excitement caused by EDG is really normal. "Before the first Dota 2 International Invitational, there was a documentary called "Free to play". At that time, I After watching it, I feel that the game will definitely change the whole world."

  According to the "2021 China E-sports Industry Trends Report" released by E-En Consulting, as of March 2021, the number of Chinese e-sports users has exceeded 489 million.

According to existing statistics, the number of football and basketball fans in China is less than 200 million.

Although from the macro data point of view, 39% of e-sports users are 25 to 30 years old, and 31% are 20 to 25 years old, which are the absolute core population. However, a survey by the China Internet Network Information Center also clearly shows that 6 to 14 Years are becoming the main period of contact with games.

In fact, with the popularity of the Internet and the birth of mobile games and its derivative events in recent years, it is difficult for the audiences of games and e-sports to be simply and clearly divided by age, generation or circle.

  The "Research Report on China's E-sports Industry in 2019" released by the Foresight Industry Research Institute shows that the distribution of e-sports users in China is scattered, with not only 48.1% of the population under the age of 24, but also up to 28.1% of users over the age of 30; in terms of user income At the level, the monthly income of 3,000 yuan to 5,000 yuan, 5,000 to 10,000 yuan, and 10,000 to 20,000 yuan are roughly average; and the gender distinction of players is clearly reflected in different games. In 2019, the main e-sports users of League of Legends are male. The proportion is 73%; the main gender of the e-sports users of Honor of Kings is female, and the proportion of women is 74%; from a regional perspective, the proportions of first, second and third-tier cities are not much different. In 2019, the regional distribution of PlayerUnknown’s Battlegrounds, Glory of Kings and League of Legends Mainly concentrated in Guangdong Province, Jiangsu Province, Beijing, Shandong Province, Zhejiang Province.

The e-sports users of these three games are mainly undergraduates, accounting for 55%~65% of the players.

In the documentary "E-Sports in China" produced by CCTV, 5-year-old Dongdong and 58-year-old Wang Ping are also fond of such a new era of entertainment.

It can be said that today's games are no longer exclusive to young people, nor are they the self-advanced enclosure of certain specific groups of people.

  Li Jiaqi, a player who has played League of Legends for 9 years, has similar views as Jiang Yuhui.

"I don't think this time is the most exciting, the most exciting should be the time IG won the championship three years ago, that was the first time to win. This is the third time this year, certainly not as excited as the first time." Immediately afterwards, he explained to "China News Weekly": "But from another perspective, this championship is of great significance. Because the first two finals were due to luck and did not meet the South Korean team, this time it was Playing against the South Korean team is a real victory for the LPL against the LCK."

  Born in 1999, he is a Generation Z in the standard sense, an aboriginal in the digital age.

His love for e-sports, of course, originated from games that existed as a growth partner, but it was also mixed with a little national sentiment.

In addition to games, he also likes to play basketball and the NBA, but basketball games did not make him more concerned than e-sports games.

"A little performance-oriented, basketball is all foreign stars after all. But if the Chinese men's basketball team enters the World Championships or the Olympic finals, and there is also an S final, I will definitely watch that basketball game."

  The LPL and LCK mentioned by Li Jiaqi are the English abbreviations of the Chinese and Korean divisions of the "League of Legends" professional league.

In 2011, the American Riot Games company, which developed the milestone "League of Legends" for MOBA (Multiplayer Online Tactics Games), founded the League of Legends World Finals (referred to as "S Finals").

After that, Riot launched two international events, the "League of Legends" All-Star Game and the "League of Legends" Mid-Season Championship. However, the S finals, which was one of the first steps, had grown into the most well-known competition by 2016.

At the same time, the S final also symbolizes the highest level of competition, the highest gold content and the highest honor of "League of Legends". Each division determines its place in the finals according to the scale and level, and only performs well in the professional league each year. Only the teams from are eligible to participate.

  In addition to the two regions of China and South Korea, the League of Legends professional league also includes 10 regions of Europe, North America, CIS, Brazil, Southeast Asia, Latin America, Turkey, Oceania, Japan, and Vietnam.

As the pioneer of the e-sports model, South Korea, which has formed a complete e-sports industry chain, has won the championship for 5 consecutive years starting from S3, building a monopoly on the event.

The Chinese royal team once challenged South Korea in the S3 and S4 championship battles, and they all returned unfailingly; S5, the Chinese team was out of the game; S7, stopped at three or four.

It was not until S8 in 2018 that the IG team defeated Fnatic in the European division with an absolute advantage of 3:0, and finally touched the "Summoner Trophy".

Of course, compared to the first championship in LPL history, the more famous picture left by that game is probably the emoji of IG founder Wang Sicong eating hot dogs under the stage.

In 2019, the FP team crossed the European G2 interception and won the championship again.

However, in these two games, the Korean team failed to enter the top three, so in the hearts of many fans, there is always a taste of discount for champions that are not snatched from rivals.

  This year's S11 was originally not favored by domestic fans.

Among the eight advancing teams, LCK occupies half of the country, while FPX and LNG, which are highly expected in LPL, fell outside the quarterfinals. The remaining RNG and EDG were unfortunately drawn to the "civil war" bad lottery. Only one team is left to fight alone.

In the end, EDG won in this "civil war". It was a mixed result. The happy one is one step closer to the final, and the worry is that it is EDG who has taken the banner of "Ten Years of Anti-Korea" and continues to move forward. -There is a saying among LPL fans: "EDG never disappoints when it comes to disappointing people." After many years of fighting, their previous best result was only sixth.

  Only by understanding the various backgrounds accumulated over the years can we understand why when EDG miraculously won the final victory, scenes of almost crazy carnival scenes broke out.

"Landscape Society"

  "E-sports itself has this kind of spirit, no matter how weak the'I' is, but the'I' can continuously upgrade and become stronger through practice, and finally dominate the world. This is also a very clear logic of the Z generation." Kong Degang grew up in the company of video games. He also made a web game by himself during the summer vacation of his senior year.

Today, he has been trying to observe and think about games from an academic perspective. In an interview with China News Weekly, the lecturer at the School of Literature, Nanjing Normal University explained this way.

  In the players Li Jiaqi and Huang Mingyue, this explanation has also been confirmed to some extent.

Li Jiaqi said that the reason why she loves "League of Legends" is largely due to the sense of accomplishment brought by the PvP (player-to-player) mode.

Huang Mingyue was also a professional e-sports player before. He followed the team Efuture Girls to win the CEC 2016 China E-sports Carnival Overwatch Women's Championship with a record of victory.

She told China News Weekly that she started playing games when she was in junior high school: "At that time, I actually needed something to prove my so-called meaning. I played some (games) very well, and I could feel the admiration of my classmates. ), there is a subconscious feeling."

  Although in the eyes of people who don't know about games and e-sports, the boiling of the night that EDG won the championship may be enough astonishment, but if it is called a national carnival, there is still an element of magnification.

In reality, carnivals are not everywhere, even in places where young people gather.

Andy of Capital Medical University said that most of their classmates just chatted while watching the game. Only two or three bedrooms were excited after winning the championship, but they were quiet in about ten minutes; Wang Yiping of Nanjing University was also not in the dormitory. When I heard something, basically no one posted anything in the circle of friends.

  Misunderstanding comes from a kind of subjective imagination and perceptual illusion at the same time.

Wei Jie feels that the atmosphere most people feel is actually from the Internet, rather than seeing it with their own eyes.

The Internet has an agglomeration effect, and there is still a lot of overlap between the active population of the Internet and the e-sports audience. "There must be more and more people who like games, but the times have been diversified. It is unlikely for the whole people, and the Spring Festival Gala is not all the people." .

She also believes that there should be no specialization or even a little "demonization" imagination for game fans: "There are many friends who like games around me. They are accustomed to classifying as abnormal, but they are actually just to appease their fears. They are the same as movie fans like me. Can you say that someone who likes movies must be a group of people? Their excitement, although I can't understand it, Understandably, didn’t people take to the streets to celebrate the success of Beijing’s Olympic bid? Are those people a special group of people?"

  The B station UP host "Old Jiang Ju Reliable" also mentioned in the latest update that excluding the performance of some collective carnivals, e-sports projects were already very popular in 2005, only then. The audience is only 15 years old, and up to 20 years old. Even if this group is very large, they have no spending power. A subculture is accepted by the mainstream society not because the audience is large.

Today, generations have been replaced, and this group has strong enough consumption power to impress the flow side, the platform side and the capital side to form a joint force in communication.

  The platform side has indeed contributed to this wave of topic craze.

At the beginning of 2020, Weibo significantly increased the strategic weights of games and e-sports, and proposed the goal of “improving the ecology of the first main venue for e-sports users’ social networking”; at the Q3 (third quarter) earnings call this year, its CEO Wang Gaofei He also specifically mentioned: "(Weibo) has increased its investment in games in the past year. In the third quarter, games have become the largest vertical field after news and entertainment." At present, Weibo has achieved the goal of e-sports events. Full category coverage, the occupancy rate of e-sports teams reaches 100%, and the occupancy rate of e-sports players exceeds 95%.

During the key events, they will formulate a rhythmic plan based on the social ecology, from the warm-up period, the detonation period to the duration period, to promote the breaking of the circle of the event.

  According to the "Research Report on Short Video Behavior of Mobile Game Users in 2020" released by Gamma Data, as of Q2 of 2020 (the second quarter), users of mobile games (that is, games played on mobile phones and tablets) overlap with short video users The rate has reached 82.5%, 91.3% of mobile games regard short video as the main entertainment item besides games, and 44.9% of mobile game users will use the short video platform to learn more about a game product.

In other words, game-related content has considerable traffic for short video platforms, which can further explain why some excessive celebration behaviors are presented in the form of short videos and live broadcasts.

  In the 1960s, French thinker I. Debord created the concept of "spectacular society" to describe a new social form.

In his discourse, daily life in the post-capitalist era is separated by subjective and conscious performance and showmaking, and false moments replace the truth.

The emergence of short videos and live broadcasts is a manifestation of a new round of landscape society and also marks the advent of the era of comprehensive landscaping.

Therefore, although it is not ruled out that some short video users, as game players, did indeed record their madness in the video, it is also certain that many actions that are out of position or even challenge the bottom line of society are essentially the same as the past Internet celebrity spectacles. There is no difference, it is just a performance intended to be seen.

  In the "League of Legends Bar" on Baidu Tieba, many fans are discussing that some stinking actions on the Internet in the name of celebrating EDG's championship have caused a lot of trouble to normal gamers like them. The post angrily reprimanded: "It could have proved to the world that games are not just games, games can also win glory for the country, but it may be gone now! Because no one can accept this extremely negative behavior! It could have overturned traditional old concepts and proved What we like to believe in, but now, it has been destroyed by a group of men and women with broken brains! It has also failed the efforts of professional players for so many years. It is really hateful!"

Gaming as a social way

  "There were two words in ancient Greece, one is Baidya-the philosophical education we are familiar with today, and the other is game-this word is one letter short of Baidya. Plato mentioned it in several places in the "Law" The spirit of the game, even he said that the game is the most important thing in life. Of course, the game that Plato talks about is not our game today. The game he talks about is like the'magic circle'. We can be together like this. In Pure Land, we can find free communication between people and find a channel for spiritual rise." Jiang Yuhui, professor of the Department of Philosophy of East China Normal University, pays attention to games and often seeks perspective from the source of theory.

  This is by no means a sit-and-cheek discussion. In the contacts between China News Weekly and several players, they all mentioned the meaning of the game as a medium for communicating with others.

  Huang Mingyue played a game for the first time in 2008, when she was only 14 years old when she left her parents and went to Zhengzhou to study.

As an outsider, Huang Mingyue found that going to Internet cafes with her classmates to play games is a shortcut to integrate with everyone. While enjoying the entertainment experience, she also quickly established her own interpersonal relationship.

Later, these interpersonal relationships also became the direct reason for her to enter the professional field.

Fu Xinsheng also believes that playing with friends is one of the important reasons why he likes the game: "Everyone is friends, and we can also chat and chat when playing games together." The contact in "League of Legends" was originally for playing with roommates.

After working for many years, he spends less and less time on games, and his attention to popular variety shows has even surpassed games, but as long as he gathers with friends, he will still treat games as a common activity.

Li Jiaqi bluntly said that if there are no friends together, she can't play any game by herself.

  In the book "Games Change the World", American futurist Jane McGonigal put forward a rather pioneering view: "Games will lead us to reshape human civilization." She explained in more than 300,000 words. The significance of games to the present and the future at all levels, including the important functions of games in interpersonal and emotional communication.

She pointed out that using games to replace real interaction is not perfect, but it does allow us to interact with an expanded circle of family and friends when we are too busy to keep in touch.

  In addition to daily interactions, McGonigal further extended this connection to public group maintenance: "The more we play games together, the more we feel that we will create a global community. With the community Group, we can feel what anthropologists call the “community spirit.” In a space that used to be boring and boring, experiencing the brief burst of community spirit can permanently change the relationship between us and this space. Relationship. It will become a place for which we are willing to act and work for, rather than a place to rush by or to sit on the sidelines."

  Li Dianfeng, a PhD in Arts from Peking University, is a member of the national major research group "Research on the Integrated Development of Movies and Games and Aesthetic Trends". In his research vision, he also paid attention to the actual role of games at the collective level.

He told China News Weekly that the main people who consume video games are the generation that has grown up with China's urbanization. Games and e-sports are the first things they come into contact with that connect themselves to the world.

  Similarly, in the virtual space represented by e-sports, the CIS is a very centripetal cultural community in the former Soviet Union and Eastern Europe. Many young people here also like e-sports and use their native language to search for games on the game server. Teammates have completed a search for their own cultural identity.

"This has something to do with the high urbanization, low economic growth, and relatively good social welfare in the CIS region. The young people in Northern Europe also have a low employment rate and low positive feedback from work to young people, so everyone Both like playing video games. The virtual space has actually become a shelter for young people to provide spiritual sustenance."

  Similarly, Kong Degang, a lecturer at the School of Chinese Language and Literature at Nanjing Normal University, also believes that a generation of people has formed and placed demands on the outside world in video games.

"'I' hope this world is clear, let'I' know which direction to work towards,'I' hope that'my' efforts can be rewarded accordingly, just like a game, as long as you practice, you can level up, and It’s not hard work but no rewards. I hope this thing is fair. In addition, although it is a decentralized era, game thinking actually magnifies the subjectivity of this generation in a certain sense. Because Game is a process of making oneself stronger. All stories become a heroic epic." Jiang Yuhui said: "Gen Z may be more able to communicate in life in a gamified way more handily."

  Regardless of whether it is intentional or unintentional, in many cases capital is always the first to perceive or take advantage of the trend.

The social value of games and the gamification of the times have become reality to a certain extent under the intervention of capital.

"Today's interpersonal communication platform is actually constructed in the way of games. Likes, rewards, and points are all. WeChat is essentially a gamified social media or platform. Including the learning field, it also tends to be gamified. .Before you would think that the virtual life in the game is just a kind of virtual life to the real life, but today you will find that it is starting to reverse." Jiang Yuhui said.

Iteration and Contempt Chain

  Mobile games are undoubtedly the product of simultaneously pushing the socialization of games and social gamification to the extreme at this stage.

Looking back at the history of the development of electronic games, the popularity of smartphones and the development of mobile Internet technology first broke through the hardware limitations of games and paved the way for the universalization of games in breadth; mobile games developed based on mobile phone configuration and features, From the design time, the difficulty of the game is reduced, and the unit time of the game is shortened, so that "Xiaobai" and "Social Animals" have more game possibilities, and the player sinks in depth.

Therefore, games in the era of mobile games no longer need to be constrained by time and space, and no longer need to patrol specific groups of people, and quickly swept the market with a fragmented feature.

  Among them, "Glory of the King" is naturally a sign that it cannot be bypassed. This game released in 2015 is not a pioneer in the field of mobile games, but it has truly opened an era of mobile games.

The success of "King of Glory" is due to the development of technology and the design of the game itself, and to a greater extent, it is also due to the social platform as the login account.

When games are deeply tied to social interactions, and even shape new types of interpersonal relationships, Jiang Yuhui, who has always had an optimistic view of games, began to be vigilant.

"Is this kind of interpersonal relationship positive or negative? There is a book that summarizes video games, Digital systems are governed by ropes (digital systems controlled by ropes). Today video games are a system of manipulation, control and I think the relationship between freedom is a dilemma that future games must face."

  On the popular road of e-sports, "Glory of the King" also played an important role.

In addition to the promotion of its own related events, simplified from "League of Legends", it also indirectly attracted a large number of new players and fans for the PC-side MOBA and events.

Especially in the domestic gaming circles and e-sports circles, this is regarded as a kind of Chinese characteristic, which is called the "Inverted Funnel Model" by "Old Jiang Ju Reliable".

He explained in his B station video that the growth trajectory of European and American players is positive, first the console, then the PC and then the mobile phone. China is just the opposite. A very high proportion of female players and some male players are through "Glory of the King". It’s just the first time I came into contact with the game.

According to the "China Game Industry Report for January-June 2021" jointly released by the Game Working Committee of the China Music and Digital Association, China Game Industry Research Institute, Gamma Data, and Beijing Zhongyu Think Tank Consulting Co., Ltd., the actual sales revenue of mobile games has already It occupies an overwhelming proportion of 76.26% of the total revenue of the Chinese game market.

  For the long-term development of games and e-sports, as well as the future spiritual world of mankind in the digital age, this is probably a situation of mixed pros and cons and even a hidden crisis.

Among players, there have always been many chains of contempt. Those who play console games don’t like PC games, and those who play online games don’t like mobile games; even those who play StarCraft don’t like the choice of games. Those who play "Warcraft", those who play "Warcraft" don't like Dota, and those who play Dota don't like "League of Legends".

The reasons are the pride of technology brought about by the difficulty of operation, and the pride of capital caused by the cost investment.

The deeper point is that the host, as the earliest and most exclusive port of the game, has a more completeness for the bearing of the game.

  Scholar Wu Guanjun once called the game the "Ninth Art". As the name suggests, it combines the artistic elements and characteristics of literature, music, dance, painting, sculpture, drama, architecture, and film.

An excellent 3A masterpiece not only has a complete plot, high-quality pictures, soundtracks and scenes, but also relies on many cultural, historical, geographical, political, economic, and scientific knowledge, and even builds a complete set of world views and values.

With the involvement of the Internet and mobile phones in the game, influenced by equipment restrictions, commercial demands and market considerations, the game has also undergone gradual and simplified changes.

  Huang Mingyue expressed his concern about China News Weekly: “Fragmented entertainment tends to be mobile games. In fact, few children will pay attention to terminal games and host 3A masterpieces in the future. It’s really amazing. The game is like a movie, it is artistic, it will bring some thoughts, and some perceptions-you can feel the changes in your heart from the plot or the choices in the game. If a mobile game wins, you win, and you lose. If you lose, this one loses and drives quickly."

  However, "Old Jiang is very reliable" maintains a kind of optimism.

He feels that such an "inverted funnel" at least opens a window for more people to contact the game, which may and actually contribute to the "self-evolution" of the player community-this can be obtained from the rapid expansion of domestic host players Prove.

  EDG's championship is like a mirror, which not only reflects the silent and huge group of players on weekdays, but also reflects a kind of "ambiguity" from the mainstream society.

At 1:2 a.m. on November 7, CCTV News congratulated EDG on its official Weibo for the first time. CCTV 2 and 5 on the 8th were reported in the form of express news; Xinhua News Agency’s official Weibo also reported on 7 Published a post on the Japanese and pushed the video "Talk to China E-Sports" on the App on the 10th.

On the day before the competition, the Hangzhou Asian Organizing Committee also just announced the 2022 Hangzhou Asian Games as an official e-sports event, including 8 items including "League of Legends".

  But in the usual concept, perhaps the more impressive thing is the long-term critique of the game.

Games have always been placed between a kind of swing ideology-heroes who win glory for the country or the culprit of Internet addiction.

This kind of swing may continue, but the mainstream society has gradually accepted the inevitable existence of games from a head-up perspective.

  Game psychologist Brian Sutton-Smith said: "The opposite of play is not work, but depression." Rui Kuang, who graduated from Fudan University, is now the head of the cultural and creative department of a national publishing organization.

He told China News Weekly that his preference for history began when he was a child playing "Three Kingdoms". Recently, he was working on a cultural creation on the theme of the Three Kingdoms and he also collaborated with the "Three Kingdoms" painter Nagano Tsuyoshi.

He feels that mainstream values ​​have actually become more and more common, that games will gradually become an important means of communication in life. "It's just that any new thing that is born in the world of young people needs to be gradually confirmed by mainstream values. At the beginning, martial arts novels and online literature were not influential. As for the national level, there are many things to consider, so the policy usually lags behind."

  The philosopher Bernard Schütz also has a classic thesis that in the Utopia era, after all other human needs are met, there is only one thing left to do, which is the game.

So the game is actually not only the starting point of the human spirit, but also the destination.

In the book "Games Change the World", McGonigal wrote this sentence: "What we are really afraid of is not the game, but the loss of our way at the end of the game and the beginning of reality."

  Everyone has a process of growth that they must go through. If the whole human being is also regarded as one person, in fact, the change between generations is not a kind of growth.

When the game era has come irreversibly and the game itself becomes more and more accustomed, it is still unknown that the aborigines of future games can find an effective, reasonable and harmonious way to deal with the relationship between themselves and the game.

  In fact, many people have found it, such as Li Jiaqi.

After graduating next summer, he plans to take the national exam. If he fails, he will prepare for spring recruitment, put in more resumes, find a job in marketing or venture capital, and then consider changing careers if there are other good industry outlets.

"In the future, I will work and start a family. Maybe I will occasionally play mobile games, but I think I will say goodbye to computer games completely."

  "But I also thought about one thing. When we retired, some of our friends who played "League of Legends" since childhood might play together again. We always chat and say that when we get old, we don’t go to the park to play like the old people. Tai Chi, let's go online and open the black." When talking about this imagination, Li Jiaqi's voice was uncontrollably brisk.

  (At the request of the interviewee, Wei Jie, Yu Chen, Fu Xinsheng, and Andy are pseudonyms.)

  China News Weekly, Issue 44, 2021

  Statement: The publication of the "China News Weekly" manuscript is authorized in writing