"Honor of Kings", which even primary school students are addicted to, is the most popular game at present. However, precisely because this game has the magic that makes adults and children unable to extricate themselves from it, it has also become the most controversial work at this stage. There is nothing wrong with playing games, but if we turn a blind eye to the social phenomenon of children being obsessed with games and allowing them to be addicted to them for a long time, it will definitely have a very huge negative impact. Taking into account the particularity of the children's group and the need to take corresponding anti-addiction measures, "Honor of Kings", which has a market revenue capacity that exceeds that of most domestic listed companies, has to slow down its money-making pace and launch an anti-addiction system for teenagers and children to neutralize the adverse social impact on the product. It is precisely because of the launch of such a seemingly forced anti-addiction system that it has triggered more thinking in society about how to construct children's entertainment activities in a healthy and scientific manner. From League of Legends to Honor of Kings, people who have experienced the heyday of domestic online games know that "online games are a trap." This time, the anti-addiction system of "Honor of Kings" only determines whether the user is over 12 years old based on the ID number coding rules, which is obviously not thoughtful enough. If a child really wants to jump into the "trap" of the game, getting an ID card that can bypass the anti-addiction system is probably easier than cheating in the game. In fact, the launch of a slightly compulsory game anti-addiction system essentially puts game developers and game users at odds, creating a game between players who want to play games and game manufacturers. Especially for domestic teenagers and children, games were originally a means of relaxing and worry-free during their spare time, but now they are regarded by the whole society as a "bad thing" that should not be touched. However, entertainment for teenagers and children is indispensable in real life. Some industry experts have pointed out that passive restraint is more likely to stimulate children's rebellious psychology and lay the hidden dangers for addiction to games. In the process of building healthy and scientific children's entertainment forms, how to actively communicate with teenagers and children and use more intelligent ways to help them develop good habits is the core point that the technology industry should pay most attention to for the special user groups of teenagers and children. Large-screen TVs become a breakthrough, and artificial intelligence brings new ways to play As we all know, apart from the learning scenes on campus, the home environment is the main daily activity area for teenagers and children. Therefore, compared with mobile games such as "Honor of Kings" on the small screen of mobile phones, the large screen of TV is undoubtedly a more ideal platform and carrier for building a healthy and scientific form of children's entertainment. Of course, it is not only because of the larger display area and more reasonable viewing distance that watching TV can protect children's eyesight better than watching mobile phones. Today, with the rapid development and popularization of smart TVs, the industry has never stopped exploring and trying children's educational application services. In terms of children's education, Whaley, a smart TV brand that has always adhered to the trinity model of software, hardware and content, has developed a series of applications that are very representative of the industry. As the first TV manufacturer in the industry to embrace the trend of artificial intelligence, Weijing has long planned a new large-screen route for children's entertainment, and creatively invented functions such as smart child locks, smart building blocks, and children's alarm reminders. Among them, smart building blocks can support wireless charging and can interact with the TV, completely rewriting the single usage of large-screen TVs for all users, which is only for viewing. The TV platform becomes a stage for teenagers and children to use their hands and brains to learn and entertain. In addition, in response to the pain points of parental education, although some smart TV manufacturers have previously developed functions to control the length of time children watch movies, unfortunately, the process of parents setting passwords and children answering questions to unlock the screen is very cumbersome. If parents accidentally forget the password, they may trap themselves. Unlike conventional methods, Weijing relies on Microsoft's top facial recognition and cognitive services to develop a smart child lock application. It can not only use the camera to accurately confirm whether the user is an adult or a child, a boy or a girl, but also easily set the viewing time, allowing parents to unlock the phone by scanning their faces, making children's entertainment extremely simple, direct and efficient. In conjunction with the children's mode provided within the Weijing system, it supports time control, content selection, etc., so that good content and intelligent services can be matched with target users as soon as possible. In this process, children's self-discipline awareness can be subtly cultivated, and good viewing habits can be gradually formed, which helps to achieve the ultimate goal of establishing good communication between technology products and young people and children. Insight into user and market needs: A good TV interactive experience must be warm Just as using artificial intelligence and a series of innovative product features can help children understand what they can and cannot do when facing technological products. Unlike other TV manufacturers whose product ideas simply emphasize terminal value, Weijing has been committed to innovating the scenario-based applications of artificial intelligence, using warm interactive experience to make the big screen an intimate partner for home entertainment. All of this is inseparable from the original intention of the product to understand user needs and solve pain points. Especially with the advent of the latest Whale TV 49D, with the help of Whale Connection, Whale applies the video calls that can only be realized on mobile phones and PCs to the TV for large and small screen interaction. At the same time, users can use Whale Connection to cast the screen, and can also use the Whale TV 49D as an additional large-screen display. These functions are extremely in line with the technological life scenes favored by the young user groups that occupy the main position in the market. Taking the newly launched Whale TV 49D as an example, it has 4K resolution + HDR display features that are rare in products of the same price, built-in quad-core A53 processor, 2+16GB storage combination, 10.9mm ultra-thin metal body and a randomly configured 1-year platinum membership, indicating that Whale is still committed to continuously creating highly competitive "all-round high-end" high-quality products for users. Therefore, considering all factors, we can see that Weijing is not only a smart TV brand with high cost-effectiveness, nor is it just a pioneer of large-screen usage scenarios that focuses on segmented user groups such as teenagers and children. On the basis of software and hardware, it also pays special attention to making its products more user-friendly and humane, making technology more intelligent and warm. As a winner of Toutiao's Qingyun Plan and Baijiahao's Bai+ Plan, the 2019 Baidu Digital Author of the Year, the Baijiahao's Most Popular Author in the Technology Field, the 2019 Sogou Technology and Culture Author, and the 2021 Baijiahao Quarterly Influential Creator, he has won many awards, including the 2013 Sohu Best Industry Media Person, the 2015 China New Media Entrepreneurship Competition Beijing Third Place, the 2015 Guangmang Experience Award, the 2015 China New Media Entrepreneurship Competition Finals Third Place, and the 2018 Baidu Dynamic Annual Powerful Celebrity. |
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