Mobile Games Subvert History: Poet Li Bai becomes an assassin and famous doctor Bian Que becomes a master of poison.

  Jing Ke turned out to be a woman, the poet Li Bai became an assassin, and the famous doctor Bian Que was a master of poison … … Will such a role dislocation surprise you? A mobile phone game named "the glory of the king" has been popular recently. The characters are all taken from the historical and legendary figures in China, but the image and content in the game are completely inconsistent with the history and legend, subverting the traditional memory.

  The data shows that this mobile game has more than 100 million players, even primary school students are playing. In 2016, the annual revenue was 6.8 billion yuan, accounting for 17.7% of the total mobile game revenue in 2016. Behind this series of proud achievements, people have to think about how the game should carry forward traditional culture and what kind of historical view should be given to children.

  In name only, the content is hollow.

  "Zhuge Liang is a mage with super-strong single explosive output. Once his skills accurately hit the enemy, he will get strategic engraving. When the strategic engraving reaches the fifth level, he will summon five legal balls around himself and automatically attack nearby enemies, causing high damage." This is full of the introduction of game terms, which makes Zhuge Liang far from the image of the wise man with the "feather fan black silk scarf" and only serves as the code name of a game character.

  Like Zhuge Liang, there are more than 60 names of historical heroes and mythological figures in China in the glory of the king. Li Bai, Zhao Yun, the Monkey King, Mozi, Zhuang Zhou, Di Renjie, da ji, The Story Of Diu Sim and other well-known characters not only travel through time and space, but also "scuffle" together in the game, and all the characters just take a name according to the role setting of the game, which has nothing to do with historical background and characters experience. The content and spirit are overhead and nominal.

  Although the official tip of this game is for players over the age of 16, according to the age distribution of the glory of the king on Tencent’s browsing index platform, the proportion of users aged 11 to 20 is as high as 54%. Some parents told reporters that children in the third grade of primary school are keen to play this game, and they expressed great concern that these primary school students have not learned the real history of China, so the game is preconceived and forms the role orientation of historical figures. Even if they learn the real content in the future, they will be scribbled like white paper, and even if they erase it, they will still be imprinted and misread the history.

  Mobile game management should be refined

  As a phenomenal game, why does the glory of the king have to use historical figures as the characters of the game, instead of spending more time researching and naming some new names? Xia Lie, vice chairman of Zhejiang Network Writers Association, analyzed: First, historical figures have no copyright and can be used with confidence without cost or dispute; Second, historical figures have no sense of distance, which allows players to accept it naturally, but this is a double-edged sword, which brings a sense of closeness and also accepts the basic historical facts of the characters. Xia Lie hopes that game designers should not only use their energy and financial resources to increase the user experience, so that players can’t stop. More importantly, they should increase the research and development of game content, tell good stories, and at least carefully name the characters and form their own unique brands and "IP", instead of mechanically copying the names of the characters from history.

  Some people think: "Games are games and entertainment, and we can’t expect too much from them." There is also a saying: "Games stimulate children’s interest in history from another angle, so there is no need to make a fuss about the history of games." In this regard, Pan Jian, a professor at the School of Humanities, Zhejiang University, believes that "one generation has the beauty of another generation" and can perform artistic interpretation of history. However, our generation’s interpretation of history should not be slapstick or arbitrary, but should have a bottom line and rules. No matter how to reinterpret history, it can’t change the true face that history has survived; Can’t change the conclusion that historical development has made; Can’t change the national feelings that have been condensed by history, and can’t let the value tilt and collapse. "To put it more seriously, casually smearing and joking about history is equivalent to ‘ Abandoning historical and cultural traditions ’ ,‘ Cut off the blood of national culture ’ Let our culture develop ‘ Lost direction and goal ’ " .

  According to the 39th Statistical Report on the Development of Internet in China, as of last December, the number of netizens under the age of 19 had reached 170 million, accounting for 23.4% of all netizens, and 45.8% of the new netizens were teenagers under the age of 19. "For teenagers, the review of game content should be stricter than that of adults. TV dramas can’t joke about history, and games can’t joke about history either." Pan Jian pointed out that adults have a certain understanding of history, and it is unlikely that there will be a problem of "disorder" in history. However, teenagers are not rich in historical knowledge, and there is no bottom line in the game. They arbitrarily reorganize the time, place, characters and plot, violate historical facts, fabricate plots, and confuse teenagers’ correct understanding of history, which can be described as "misleading children." It is suggested that the relevant departments or industry associations should not only audit the games in advance, but also strengthen the supervision during the game, track what people are playing, and especially evaluate the impact on teenagers.

  Cultural enterprises should have correct values

  The glory of the king is easy to register and operate, and it only takes children ten minutes to half an hour to know the operation and process of the game. Xia Lie analyzed that the reason for the rapid popularity of "the glory of the king" reflected the development achievements of the game industry in recent years. The production level was perfect and it was very successful in profit model and user experience. From January to February this year alone, the running water was close to 2 billion yuan.

  Like the glory of the king, the data of China’s online game market last year was amazing, with a total scale of nearly 180 billion yuan, surpassing the United States for the first time and becoming the largest game market in the world. Relevant institutions predict that the online game market in China will reach 230 billion yuan by 2019.

  With the rapid growth of the game industry, the debate about whether online games are angels or demons is endless, and the negative impact on teenagers and the encouragement of "addictive consumption" have also been criticized. Pan Jian introduced that in recent years, the central government has attached great importance to the social benefits of the cultural industry, and put forward resolutely opposing box office only, ratings only, circulation only and click-through rate only. Cultural enterprises should not only look at economic indicators, but also look at how to enrich residents’ spiritual and cultural life with fine products and what positive energy they have contributed to society. Teenagers like games, and they are also subtly accepting the spiritual and cultural information conveyed by games. The essence of games is not only entertainment, but also education, training and information dissemination. As a cultural industry category, games should also play this role, not only to strengthen the positive energy of entertainment games, but also to pay attention to the development of applied games for the purpose of spreading knowledge and training ability, so as to truly play an important role in the game industry.

   (Reporter Zhang Yuling)