Traditional Culture Encyclopedia - Photography major - The "homebodies" of the whole people fought against the epidemic, and the digital culture industry pulled up the defense line.
The "homebodies" of the whole people fought against the epidemic, and the digital culture industry pulled up the defense line.
In this context, not only masks have replaced pork as the most popular new year's goods, but also the digital economy represented by online games, literature, videos and e-commerce has gradually flooded people's daily lives, from staying at home to panic to entertaining themselves, which has met the material and spiritual needs of the broad masses of people and become a new bright spot and opportunity for China's economic development.
| The digital economy supports the normal operation of society.
On February 4, the epidemic prevention and control was still in a critical period. Zhong Nanshan, academician of China Academy of Engineering and director of National Respiratory Disease Clinical Medical Center, awarded the license to Wuhan Virus Diagnosis Research Center in the form of video. In the video, Zhong Nanshan once again points out the importance of isolation and emphasizes that early detection and isolation are "more important than anything else".
On the same day, the National Health and Family Planning Commission held a press conference, pointing out that since June 28th, 65,438, the number of newly cured people began to exceed the number of newly killed people, releasing a positive signal.
Since the outbreak, thanks to the popularity of the media and local governments, the awareness of isolation has been deeply rooted in the hearts of the people, laying a solid foundation for prevention and control work. This also allowed the people of the whole country to spend a special Spring Festival this year. The bustling streets in the past have become less crowded, the noisy shopping malls in the past have become increasingly deserted, and even the scenic spots that are always crowded on holidays have returned to a rare calm.
At the same time, how to maintain the normal operation of the huge society and meet the needs of people's daily life has become an important topic. Fortunately, with the rapid development of digital economy in China, people can still carry out normal work, study and entertainment activities even if they stay at home. For example, when the offline catering industry is difficult to operate, online take-out is in full swing; When the major cinemas have successively withdrawn their files, video platforms have launched free viewing content; After the scenic spot was temporarily closed, the Ministry of Culture and Tourism launched an online visit to the National Museum and an online exhibition.
The Report on the Construction and Development of Digital China (20 18) issued by the National Network Information Office shows that in 20 18, the scale of China's digital economy reached 3 1.3 trillion yuan, accounting for 34.8% of the GDP. Today, classes, shopping, watching dramas and playing games can all be conducted through the Internet, and a veritable "home economy" was formed during the epidemic. Among them, the game industry with 640 million game users, as an important force of this "war epidemic", has become a pearl of China's digital economy.
| Internet companies are rushing to help with epidemic prevention.
For example, due to the isolation at home and the extension of overlapping holidays, online games have been sought after during the Spring Festival, which led to a sharp rise in the A-share market on the second trading day after the holiday, which triggered a heated discussion on the digital economy represented by games and optimistic about its current and future potential.
In addition, Internet companies behind the digital economy have also taken action to actively participate in public welfare undertakings and support this "war epidemic" destined to go down in history. For example, Tencent provides relaxed entertainment for players through its game products, and also helps to maintain people's normal work and entertainment needs in other forms.
Prior to this, on June 24th, 65438, Tencent Charity Foundation announced that it would donate 300 million yuan to set up the first phase of the new pneumonia epidemic prevention and control fund. On February 3rd, Tencent once again set aside 200 million yuan to launch "public welfare alliance, a developer of war and epidemic diseases" to escort government departments and medical institutions to develop epidemic prevention applets.
Subsequently, a large number of game companies, such as Kaiying, Zhang Qu, Sanqi, Youzu, IGG, Bocheng, etc. , also joined the camp to help fight the epidemic and contributed to the cause of epidemic prevention.
| Social attributes reduce irritability.
Not only is it limited to direct material donation, but the game industry also helps the whole society to carry out epidemic prevention smoothly in an indirect way.
Marx said, "Man is a veritable social animal, not only an animal in Zhong Hequn, but also an animal that can be independent only in society". People can't be divorced from society, they need a normal social life to maintain their physical and mental health, and isolation at home will inevitably limit face-to-face communication.
The digital economy fills this gap well. Taking game products as an example, games with social attributes have been outstanding during the Spring Festival because they can undertake the communication function between people, especially the head products that already have a national foundation. Guo Jin Securities, TF Securities and many other securities research institutions have analyzed that the popularity of the Spring Festival has risen rapidly due to the national response to the call to reduce going out and the excellent quality of their products, such as the glory of the king, Peace Elite, Yin and Yang Division, and Junior Three Kingdoms 2.
5 In GameLook's view, behind the growth of game data during the epidemic period is not only the shift of players' attention, but also the alleviation of a large number of people's desire to go out and the reduction of irritability that may be caused by staying at home for a long time.
It can be said that in a gentle and impersonal way, the game not only meets the basic entertainment needs of the people, but also plays a role in connecting relatives, friends and neighbors. It also prevents people from gathering in the corresponding offline entertainment places, reduces the flow of people, reduces the possibility of virus transmission, and limits the expansion of the epidemic.
| Games stimulate long-term anti-epidemic positive mentality
Even, the game can do more than imagined. In addition to killing time and dispelling emotions, many users are inspired by confrontation, comparing different styles of players to people who react differently in the epidemic, such as comparing cunning opponents to viruses, and comparing appropriate gameplay to masks. Combined with the game to sum up the actual epidemic prevention experience, it is found that it is difficult to score after flooding into a large number of players during the epidemic.
The appearance of similar phenomena means that the game not only relieves the anxiety of players at home for a long time, but also stimulates the positive attitude of users to be optimistic against the epidemic, so that people can not only "stay at home" but also "stay at home and play" and feel comfortable. Today, the house is a contribution, and its function is self-evident.
In other words, at the critical moment, the game not only entertains the body and mind, but also has certain "psychological healing" value.
Epidemic prevention is a protracted war, which requires the concerted efforts of the whole people in Qi Xin to overcome the difficulties, and isolation is the best and lowest-cost prevention and control means at present. On February 6th, Zhang Wenhong, an expert of Shanghai Medical Team, said, "From now on, everyone is a soldier. You are not isolated at home, but fighting! "
6 "People's Daily" forwarded the main science of "UP" once again stressed the importance of home isolation, but staying at home for a long time will inevitably have an impact on people's psychological state, and fighting also needs morale, so it is very important to establish a long-term positive and optimistic attitude.
This is why on February 2nd, the State Council issued the Notice on Setting up a Hotline for Psychological Assistance in Response to the novel coronavirus Epidemic, requiring all localities to open free psychological hotlines to provide free psychological support and counseling services for the masses.
The digital cultural industry represented by games has assumed the role of "psychological counselor" for the whole people to a certain extent, and has become the spiritual logistics to support the whole society in fighting the epidemic by ensuring people's physical and mental health, maintaining a positive attitude and relieving anxiety during the epidemic.
Pay New Year's greetings with WeChat, meet friends who practice martial arts in the King's Canyon, and visit relatives and friends at the dinner table of the happy landlord, just like the warm-hearted sentence of "isolate the virus, but never isolate love" in the Spring Festival Evening. The digital economy allows people to still feel the festive atmosphere on the Internet, and they are full of confidence in winning this "war epidemic".
The growing demand for digital cultural content has objectively promoted the effective prevention and control of the epidemic. Digital cultural content can meet people's spiritual needs, reduce the flow of people and reduce the risk of epidemic spread. As the netizen said: "In this special period, as everyone, everyone is happy to stay at home and maintain physical and mental health. This is the best way to avoid the spread of the epidemic and the greatest contribution to the country and society."
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