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A |     我省金融“五篇大文章”领域贷款“加速跑”资金主要流向科技创新、绿色转型等重点领域日报讯(记者任国省)8月21日,记者从省政府新闻办召开的“省银行系统做好金融‘五篇大文章’助力经济高质量发展”新闻发布会上获悉:截至今年6月末,科技、绿色、普惠、养老、数字经济领域贷款余额分别较上年同期增长15.7%、22.8%、14.0%、16.2%和9.4%,显著高于全部贷款增速;1—6月,全省新发放企业贷款加权平均利率3.59%,同比下降31个基点。政策工具牵引带动作用充分发挥。    

Liu Mengfei at Beijing's Homoludens Archive Photo: Courtesy of Liu Mengfei
    Liu Mengfei at Beijing's Homoludens Archive Photo: Courtesy of Liu Mengfei
Inside Beijing's Homoludens Archive, shelves are filled with books, game consoles, game cartridges and other materials tracing the history of video games. For Liu Mengfei, the archive's director and chair of the academic committee of the Gamification Professional Committee, these collections preserve more than the evolution of games, they also capture the cultural memories of a generation.
A PhD in history from Tsinghua University, Liu has spent more than a decade studying the social impact of games, the role of games in history and digital humanities. Throughout her career, she has continued to explore the relationship between games and people: Why do humans create games? And how do games shape culture and society?
Books, meanwhile, have been an important gateway through which Liu has come to understand the world of games.
"The real value of a book lies not simply in what it tells you, but in whether it can change the way you understand the world and people," Liu told the Global Times.
Books meet games

In 2007, being an undergraduate history student, Liu wrote her thesis on the links between ancient Celtic religion and modern digital games.
To study original sources such as The Gallic War by Roman author Julius Caesar, she taught herself Latin. As her research extended into modern games, she also began reading the rulebooks of Dungeons & Dragons, a tabletop role-playing game.
"From historical texts to game rulebooks, these reading experiences seemed to belong to completely different worlds, but they gradually led me to realize that games are not simply entertainment products. They also contain history, culture and the relationships between people and society," she said.
Later, Homo Ludens, by Dutch historian Johan Huizinga, further transformed the way she understood games. The book gives a theory that humans are not only Homo sapiens, or "rational beings," but also Homo ludens, or "playing beings," and that games are deeply intertwined with human culture, from language and art to religious rituals and sports.
The book had a profound influence on her. It points out that the foundations of human society — language, civilization, religious rituals, sports and art, are all connected to play and games, because we are Homo ludens, "the playing human."
"The idea prompted me to view games from a broader perspective," Liu said. "Games are not an appendage outside human civilization, but are deeply connected to cultural creation and social life." 
"It also showed me that games and game-based thinking could extend into broader fields, including education and technology," she added.
She later read other works on game studies, including Play Between Worlds: Exploring Online Game Culture, Half-Real and Rules of Play Game Design Fundamentals. Play Between Worlds, in particular, opened up another possibility for game studies at a time when discussions about "internet addiction" were prevalent in China.
"Games are not simply a form of entertainment that needs to be restricted or criticize;. they can also serve as important media for storytelling, cultural expression and exploring relationships," she said.
These reading experiences gradually shifted Liu's focus from simply asking "What are games?" to a deeper question: What can games bring to people?
Beyond time and technology
Periodically, Liu still returns to Homo Ludens in her free time, finding new insights from the book as society changes. In the age of artificial intelligence, she has revisited one of its fundamental questions: As AI becomes increasingly capable of handling repetitive tasks and surpasses humans in efficiency, what does it mean to be human?
"As AI takes over more monotonous and repetitive work, the time freed up should be devoted to creativity, experience and human relationships," she said. "The time we gain should actually be used to become better at 'playing humans.'" 
For Liu, this also requires people to maintain their ability to think, imagine and reflect -- abilities that cannot be gained through simply receiving information. This has also prompted her to reconsider the meaning of reading.
In an era when AI can quickly summarize an entire book, Liu believes people still need to read the original works in full, because the value of reading lies in more than simply acquiring knowledge and conclusions.
"Reading a book is like a form of cultivation. You have to immerse yourself in it, patiently allow the author to take you on a journey, and find your own island along the way," she said.
For Liu, the value of reading is not limited to books on paper. As media evolve, so do the ways people encounter stories and understand culture. Some digital works are now becoming new vehicles for reading.
Chinese-developed games such as Genshin Impact contain hundreds of thousands, and even more than a million Chinese characters of text, while Black Myth: Wukong uses its "Journal" system to tell the stories of individual monsters through written entries. 
"Digital games are carrying forward traditions inherited from literature and film, becoming new gateways, through which young people can enter the worlds of literature, history and traditional culture," she said.
"An important reason why Black Myth: Wukong has succeeded in communicating Chinese culture is that it does not simply insert traditional cultural symbols into a game. Instead, it draws on the original Journey to the West, contemporary works inspired by the classic, as well as the game's own rules and interactions, allowing players to develop a new understanding of traditional culture through their actions," she noted.
For Liu, the forms of reading may change, but the desire to understand the world and discover oneself will not. From books to digital worlds, what matters is not only what people read or play, but how they think, create and find meaning through these experiences.

B | 今年以来,人民银行省分行创设500亿元“冀产融”“冀科融”“冀绿融”“冀消融”“冀贸融”支农支小再贷款专项额度,推广“再贷款+集群企业信用贷”“再贷款+数据资产质押贷”等专属产品。上半年,再贷款专项额度已带动金融机构增加上述领域贷款投放2159.7亿元。全省累计发放民营企业再贷款911亿元,带动地方法人金融机构民营中小微企业贷款投放超4600亿元。科技金融方面,围绕“京津研发、转化”这一京津冀协同发展的关键环节,我省金融系统持续发力。在科研前端,工商银行唐山市分行已与燕赵钢铁实验室签订了全省首个“金梧桐”合作协议,覆盖重点实验室基础建设、科研攻关、人才培育及产业融资等场景。在成果转化端,人民银行省分行联合石家庄市组织召开中试企业政银企对接活动,打通科技成果转化“最后一公里”,创设“中试验证贷”“中试保融通”等金融产品,推广“投贷联动”“保贷联动”等专项金融服务模式。在产业末端,全省已有200余家共享工厂获得金融支持,惠及产业链上下游企业4000余家,累计发放贷款超100亿元。

C | 上半年,省科技创新债券发行规模160亿元,同比大幅增长48.15%。转型金融方面,围绕《省钢铁行业转型金融工作指引》,交通银行省分行落地交通银行系统内首笔钢铁行业转型金融贷款5亿元,并与交银租赁联动,落地交通银行系统内首笔钢铁行业转型金融融资租赁业务8亿元。人民银行省分行在钢铁行业转型金融取得成效基础上,将标准试用范围扩展至煤电、建材等11个行业,成为全国率先开展11项转型金融标准试用的5个省份之一。目前已梳理近300个转型项目,超过1200亿元融资需求。蓝色金融同步推进,联合十部门印发《省蓝色金融标准试用工作指引》,梳理项目融资需求550亿元。普惠金融方面,邮储银行省分行组建236个产业集群直营团队,覆盖107个省级重点产业集群,创新推出“共享智造贷”“设备更新贷”等金融产品,本年度集群贷款投放超240亿元。

D | 全省层面,上半年,金融系统量身定制679款专属信贷产品,深入集群重点企业8900余家,解决融资需求393亿元。

E | 邢台市开发产业集群分析监测系统,沧州市上线智慧金融平台服务专区,衡水市落地全省首笔产业集群数据资产质押融资业务。消费金融与养老金融方面,工商银行省分行累计服务贴息客户6.2万户。围绕汽车、家电、家装等重点领域开展信用卡“以旧换新”专项活动,在石家庄、唐山、保定等8个地区上线公积金实时授信项目。截至今年6月末,该行信用卡消费额超320亿元;个人消费贷款余额185亿元,较年初增幅超40%。

F | 养老金融方面,人民银行省分行在全省范围内扎实开展养老金融支持计划,组织银行业金融机构结合省内养老服务机构与老年用品企业融资需求有序开展对接。数字金融方面,立足综合算力分指数连续两年全国第一的优势,人民银行省分行印发《中国人民银行省分行等四部门关于推动数字金融创新发展的实施意见》,开展省金融机构数字金融质效评估,创新采用“雷达图”形式评估体系,推动金融机构完善数字金融工作机制。廊坊、张家口等地举办算力产业专项对接活动,推出算力专属信贷产品。金融科技赋能乡村振兴示范工程已完成30个信息化项目建设,大数据应用平台助力银行开展流水贷业务。

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Published on:12:33:43