Create a good atmosphere of national fitness, and this badminton match is hot!

Recently, Changhai Road Sub-district Federation of Trade Unions held the third "Changhai Cup" staff badminton competition in 2023. All units in the jurisdiction actively signed up, and nearly 110 players from 23 teams gathered together to compete.

The competition adopts men’s singles, women’s singles and team competition system, and is carried out in the form of elimination. The scene of the competition was brilliant and climaxed. Players and groups competed at different levels. Players compared tactics, patience, jumping, backhand, smash and flowing, which fully demonstrated the indomitable, courageous and passionate spirit of Changhai employees and greeted the audience with cheers.

This competition has built a platform for Changhai employees to keep fit, and also provided opportunities for exchanges and discussions. Based on the principle of "civilization, friendship, hard work and progress", after two days of fierce competition, the top three players in the competition were finally decided, and the Street Federation of Trade Unions presented awards to the winners and groups respectively.

Text/picture: Chang Hai

Editor: Zhou Mengzhen

What are the possibilities for the game industry in 2023?

Recently, the game industry has been warm and windy.

As the weather vane of the industry, the 2022 China Game Industry Annual Conference was held in Huangpu. The protection of minors in games has entered a new chapter, the long-term trend of going to sea has not changed, the value of games has been re-evaluated, and the game technology has brought resonance effect ………………………………………………………………………………………………………………

What are the possibilities of the game industry in 2023?

For the game industry, 2022 is difficult: whether the overall economic downturn, players’ willingness to pay, lack of capital confidence, and cold investment and financing, it has brought a lot of impact to the industry: many game projects have been dissolved or stopped, and the wave of layoffs has swept again.

The data shows that the domestic market sales revenue and user scale, self-developed game sales revenue and mobile game sales revenue all decreased year-on-year. After the obvious slowdown in 2021, the game user scale declined for the first time in the past 10 years, and the industrial development entered the era of stock market. "China’s game industry is in the stage of pressure storage", aiming at the game industry in 2022, "China Game Industry Report 2022" concluded.

* Actual sales revenue of China game market. Source: China Game Industry Report in 2022.

* The scale and growth rate of game users in China. Source: China Game Industry Report 2022.

However, despite the bleak data of the game industry in 2022, industry practitioners are still full of hope for the future. As Hong Xiao, CEO of Perfect World, said at the 2022 China Game Industry Annual Conference, "Many people feel quite pessimistic after reading the industry data in 2022, but no one said this word."

Recently, the 2022 China Game Industry Annual Conference was held in Huangpu, Guangzhou. According to Zhang Yijun, the first vice chairman of China Audio-visual and Digital Publishing Association, the number of participants exceeded 2,700, almost double that of previous years, and the scene was packed. He pointed out, "Through the current situation, we can feel what kind of development trend is in 2023. If everyone in this industry does not see hope and opportunities, this situation will not be formed." At the meeting, Gao Dawei, deputy general manager of Tencent’s digital public opinion department, also said with emotion, "Walking through various forums, I felt a surging enthusiasm, as if I heard the sound of the game super engine starting and roaring again."

After the "cold" 2022, major game companies have more expectations for 2023. "The bad news is exhausted, bottoming out", Tan Yanfeng, vice president of Shengqu Games, summed up his outlook for the future of the industry in eight words; Hong Xiao, CEO of Perfect World, pointed out that the game industry has entered the next stage, and there are still many values worthy of being dug deep by practitioners; Wu Shenghe, CEO of Zulong Entertainment, said that with the release of the version number, many game masterpieces are ready to go, and this year will be a year of fierce competition.

According to statistics, since the resumption of version number distribution last year, more than 180 domestic game version numbers have been distributed in two batches this year. In addition to large enterprises such as Tencent and Netease, many small and medium-sized manufacturers have also gained something. Among them, many game companies that have got the version number are eager to try, and are ready to make great efforts this year. For example, Tencent, which got the version number in January this year, has announced that it will set a file in February, and the number of reserved users in the whole network has exceeded 70 million; Netease survival shooting mobile game "Extraordinary Pioneer" started the "prism test" in January; Mihayou’s new work "Collapse: Xingyuan Railway" has also been opened for paid testing recently and is expected to go online in April; Zulong Entertainment’s new version of the love women game "In the Name of Shining" is also planned to be launched in China in the first half of the year …

In addition, the 2022 China Game Industry Report also revealed a more positive signal, "The game industry is expected to rebound after bottoming out from industry resources to users’ willingness and ability to consume.",and pointed out that insisting on high-quality and high-quality development, deepening the subdivision and differentiation of the track, and paying more attention to the user experience will become the focus of China’s game industry to break through the predicament and develop healthily.

In recent years, with the shrinking of the "blue ocean" of the domestic game market, going out has become a "compulsory question" for game companies. More and more companies take going out to sea as their key development strategy, and the number of game products going out to sea is increasing and the area of going out to sea is expanding.

At the same time, the achievements of domestic game companies in overseas markets are obvious to all. According to the data, in 2022, the actual sales revenue of China’s self-developed games in overseas markets was 17.346 billion US dollars, which was more than 4 times higher than that of 3.076 billion in 2014. According to Zhang Yijun, the first vice chairman of China Audio-visual and Digital Publishing Association and chairman of the Game Working Committee, the overseas income of self-developed games has exceeded 10 billion US dollars for four consecutive years, and it can also account for about one-third of the domestic market income. Such achievements show that domestic enterprises are doing well overseas, which is recognized by real money.

* Actual sales revenue and growth rate of China’s self-developed games in overseas markets. Source: China Game Industry Report 2022.

However, since 2022, the external unstable factors faced by games going out to sea have increased, such as changes in the international environment, changes in overseas laws and policies, overseas channels, and overseas tax issues. In the context of the decline in the scale of the global game market, the actual sales revenue of China’s self-developed games in overseas markets also declined for the first time in 2018, down 3.7% year-on-year. At the same time, as more and more domestic manufacturers flock to the sea track, the competition for going to sea becomes more and more fierce, the cost of buying continues to rise, the profit rate decreases, and the overseas game market has also "rolled" from the blue ocean to the red sea.

However, "the choice of game going out is irreversible". In the increasingly crowded overseas market, how should domestic game manufacturers tap the new amount and find the second growth curve?

Ao Ran, executive vice president and secretary general of China Audio-visual and Digital Publishing Association, pointed out that although China’s game enterprises will face more or less challenges in the process of going out to sea in 2022, the long-term positive trend has not changed. China’s games still have room for development in overseas markets, and there are development opportunities in some new fields. On the one hand, the emerging game markets in the Middle East, Africa, Southeast Asia, Latin China and other regions have great development potential, which is expected to become the growth point of’s game going out to sea. On the other hand, there are development opportunities for games going out to sea on the sub-track of IP-adapted games, casual games and other game products.

In addition, keywords such as localization, content innovation and long-term operation were constantly mentioned at the game going to sea and marketing forum on the 13th. "Although going out to sea is already the Red Sea, there are many difficulties, but it is still a super market with billions of users, and opportunities are always there." Dong Bin, deputy general manager of Glacier Network, said that if you always make good products, make good experiences and improve quality, you still have many opportunities to go out to sea.

Yin Tianming, vice president of Sanqi Mutual Entertainment Products, pointed out that domestic games have entered an era of striving for quality, innovation and quality in overseas markets. Enterprises going to sea must change from "picking fruits" to "planting good trees" and make efforts in three aspects: in-depth localization, product innovation and continuous change, and refined distribution and operation. Zhong Kunjie, deputy general manager of Xinghui Games, said that with the intensification of market competition, the importance of long-term operation of game products has increased sharply. To make the game run longer and the audience more stable, we should do a good job in content iteration, localization, deep layout and cross-promotion.

At the same time, as a cultural carrier, games also shoulder the important mission of spreading Chinese culture abroad in the process of going to sea. Zhang Yijun, the first vice president of China Audio-visual and Digital Publishing Association, said that the excellent games that have been successfully launched at present have absorbed a lot of Chinese traditional cultural elements, which have formed a very good communication role in foreign markets, and also provided help for how to expand overseas more accurately and effectively in the next step. Some enterprises point out that game products with unique cultural attributes can prolong the game viscosity of players in the game, attract users better and reduce the cost of user drainage. Combining with traditional culture and traditional festivals will be the future trend of game development.

"The era of earning money by going out to sea has passed." How will enterprises going out to sea grasp new growth points and face challenges in 2023? It is worth looking forward to.

The scientific and technological attributes are prominent, and the potential value still needs to be tapped.

Paying attention to the science and technology circle, it is not difficult to find that the recent scenery is not only ChatGPT, but also game technology.

At the annual meeting of the game industry in 2022, the scientific and technological attributes of games have received unprecedented attention. Whether it is a forum for game re-cognition, a forum for game+and technology resonance, the topic of technical value of games cannot be avoided.

Ao Ran, executive vice president and secretary general of China Audio-visual and Digital Publishing Association, pointed out that in recent years, the industry has gradually reached a consensus: as a compound cultural content product, games have both natural cultural attributes and profound scientific and technological attributes, and based on these two attributes, they are constantly enriching their economic attributes and becoming a driver to support the integration and development of digital technology and the real economy.

From the discussion in the industry, it can also be clearly seen that the scientific and technological attributes of games are promising in many other industrial fields, and have brought gratifying resonance effects, such as feeding back cutting-edge technologies as a perfect testing ground, "breaking the circle" to promote the integration of numbers and reality, and resonating with the construction of basic fields of science and technology, especially the construction of scientific and technological talents. Andy, vice president of Tencent Interactive Entertainment, said that with the accelerated development of digital and information technology, today’s video games are becoming a super digital scene, and the "culture" and "technology" attributes of the game industry have been demonstrated unprecedentedly.

According to the Research Report on Game Technology Capability and Technology Value, 62% of the respondents recognized the role of game technology in national technology innovation capability, 81% of the respondents agreed that games promoted the development of AI technology, 91.4% of the public researchers believed that game technology promoted the physical field, and 81% of the industry respondents recognized the talent supply and employment capacity of the game industry. At the same time, the report also puts forward two exciting prospects: first, in the future, games will guide more scientific and technological innovations to cross the "valley of death" and improve the survival rate of high and new technologies; Second, the game will become the basic environment to inspire more scientific and technological innovation and give birth to more "unexpected joy".

Undoubtedly,The scientific and technological attributes of the game have been further recognized and affirmed. As Aoran said, "As an important help to realize a strong country in science and technology, the value of the game has become increasingly prominent.".

Referring to how the game industry should better release the scientific and technological efficiency of games and bring more resonance effects in the future, Aoran put forward three key points: promoting innovative breakthroughs in cutting-edge technologies, helping the development of other social fields and strengthening the talent pool in the science and technology industry. Yang Fang, deputy director of Publicity Department of the Communist Party of China Publishing Bureau, also said that in the future, games should make new achievements in serving scientific and technological innovation, give full play to the role of game industry development in promoting scientific and technological progress, increase investment in cutting-edge technology research and development, speed up the breakthrough of key core technology innovation, make great efforts to promote scientific and technological innovation and help science and technology overcome difficulties. According to its disclosure, this year, Publicity Department of the Communist Party of China will implement the "Network Publishing Technology Innovation and Development Plan", focusing on promoting the breakthrough of the underlying technology of online games such as virtual reality, perceptual interaction, game engine and motion capture, and promoting the expansion and application of new formats such as metauniverse, digital twins and cloud games.

However, the potential value behind the game goes far beyond this.

The People’s Daily once wrote that games have become an industry of great significance to a country’s industrial layout and scientific and technological innovation, and its potential value deserves further attention and deep excavation. Many game companies also admitted at the annual meeting that the game industry has not really released its value in the digital economy, and it is the general trend to "reassess" the value of games.

"Through this annual meeting, you may have felt that games will become a starting point for many economic phenomena in the future. It has gone beyond the original inherent form of the game and started cross-domain and cross-border, which has a wide range of economic and social values. " Zhang Yijun, the first vice chairman of China Audio-visual and Digital Publishing Association and chairman of the Game Working Committee, said that game companies should focus on the overall development of the industry, explore the positive social value of games at multiple levels and dimensions, and help the game industry to use more diverse social benefits, making a unique contribution to the construction of a strong socialist cultural country and the implementation of the digital economy development strategy.

In view of the future development trend of the game industry, Aoran, executive vice president and secretary general of China Audio-visual and Digital Publishing Association, once concluded at the annual meeting that China’s game industry is an emerging force in the cultural field, and its future development will usher in greater opportunities.The game industry will take the road of independent innovation more firmly, tell the story of China more vividly, and integrate with technological innovation at a higher level.

The trough in 2022 has passed. Can the game industry see the "rainbow" in 2023? Let’s wait and see.

Produced by Nandu Big Data Research Institute

Network content ecological governance research center

Writing: Luo Yun

Source: 2022 China Game Industry Annual Conference and 2022 China Game Industry Report.

Huicheng City, Win the Future | Zhichuang AI-AI+Industry Summit was successfully held.

On the afternoon of November 4th, 2022,Under the guidance of Futian District Talent Bureau, the Smart City Special Session of Zhichuang AI-AI+Industry Summit sponsored by Shenzhen Artificial Intelligence Industry Association, Gongdadi Innovation Technology (Shenzhen) Co., Ltd. and Guangzhou Yingma Information Technology Co., Ltd. was successfully held.

The talent development activity of "Zhichuang AI" is one of the series of activities of "Endeavour New Journey to Spend Talent Day" in Futian District in 2022. It gathers professionals from enterprises in artificial intelligence industry, focuses on AI industry ecology and artificial intelligence industry chain, shares cutting-edge perspectives and talks about new opportunities for artificial intelligence development. With the theme of "Smart Convergence into a City, Winning the Future", this forum focuses on the smart city field, and faces software developers, system integrators and hardware providers in smart city transportation, urban management and other fields, bringing together enterprise representatives and industry elites with AI intelligent upgrade requirements, and connecting upstream and downstream business opportunities, industrial landing experience and other all-round resources to jointly explore the development direction of urban scene application.

Zhao Cong, CEO of Gongda, Liang Hongbo, General Manager of Yingma Technology, and Lang Liping, Shenzhen Artificial Intelligence Industry Association delivered speeches for the event; Li Sunan, Senior Marketing Director of Gongda, Lu Zhitao, Director of AI Scene Application Division of English Code Technology, Yan Weijie, Manager of Qianshitong Solutions Department, and Liu Rongjie, Product Director of Gongda attended the event and delivered speeches, and had in-depth interactive exchanges with business representatives and industry elites in the smart city field on the key technologies, scenes and needs of smart city development.

This activity focused on key technologies and fields such as visual AI, intelligent transportation, intelligent security, AI computing power, etc., and invited more than 60 enterprises to participate in the in-depth discussion of hot and difficult issues in the construction and promotion of smart cities. At the same time, the live broadcast of the event attracted nearly 3,000 participants. Through this activity, participating enterprises share their experience in AI construction of smart cities, combine the digital and intelligent transformation needs of their fields, make all-round docking of related resources, jointly explore the development trend of smart cities, and jointly promote the high-quality development of artificial intelligence industry.

For many years, this virus has come again!The number of popular rolling consultations in many provinces has increased!What is the situation in Shanghai?

The Shanghai Health and Health Commission released news:

June 25 (yesterday) at 0-24 o’clock

No new local new coronary pneumonia

No new local infected infection

After the day before yesterday

Yesterday, Shanghai was another new day of zero

Although Shanghai has not been added for two days

But in addition to the new crown virus

We cannot ignore other infectious diseases

No, no,

The anti -seasonal influenza is quiet again

June 17th

The latest weekly report released by the National Influenza Center shows

When the southern provincePositive rate of influenza virus detection

continuously rising

Some provinces enter the high incidence of summer

Mainly A (H3N2) subtype influenza virus

Look at the specific data

Outpatient cases reported by the Southern Provincial Honor Hospital:

Influenza sample case5.8% of the proportion (ILI)It

Higher than the level of the previous week(5.1%);

The level of the same period from 2019 to 2021(4.4%, 3.0%, and 4.3%).

usually

Influenza is more high in winter and spring

Why is there an anti -seasonal peak in the south this year?

What is the situation in Shanghai?

Know together!

Early warnings in many provinces!

recently,Fujian, Guangdong, Shenzhen, Hainan, Jiangxi and other places have issued emergency warningsSome medical institutions for the past monthThe number of admission to the hot clinic has doubled,It is prompted that it has entered the period of summer influenza epidemicEssence

Guangdong Province reports that of the average 100 outpatient cases, there are 100 outpatient cases7 fever exceeds 38 ℃Essence

Shenzhen data shows 48%of the influenza -like case isPeople aged 0 to 14, the clustering epidemic occurs mainly in primary and secondary schoolsOne of the 5 -year -old children lived in the ICU due to severe influenza, and it has not been awake for 13 days.

Influenza 冒 normal colds will cause death seriously

Popular cold referred to as "influenza" is an acute respiratory infectious disease caused by influenza virus with a highly contagious and fast transmission speed. Because of the symptoms and colds, many people in daily life look at it at first glance

I thought the flu was a cold.Actually, the two haveThere is a big difference!

fromLethalityFor

FundamentalNot the same levelof

There are about 3 million to 5 million severe influenza in the world, and the mortality rate of severe influenza cases is about 10%.

About 20%to 30%of children per year will infect seasonal influenza. In other words, almost every 4 children have a flu. Among them, the infection rate of children aged 5 to 9 is the highest.

About 30%of influenza children will occur in complications.

Children under the age of 5 and patients with chronic basic diseases are one of the main people in influenza -related hospitalization and death.

The flu itself is not terrible, the terrible thing is its complication.Once patients with influenza have complications, such as pneumonia, acute respiratory distress syndrome, acute permeable vascular coagulation, myocarditis, heart failure, encephalitis, etc. In severe cases, it may cause disability and even death.

Why is it suddenly high in summer?

Since the new crown epidemic in 2020, the continuous normalization of the new crowns and the awareness of prevention and control of residents have increased. The level of influenza in many places in the country has declined. Intersection

It is understood that the H3N2 subtype influenza that appeared this time is a common influenza subtype, which is not uncommon in summer.According to Guangdong’s illness and control, the sub -influenza has been popular in Guangdong Province in the past, such as 2015 and summer 2017.

Guangdong Provincial Center for Disease Control and Prevention

Kang Min, the director of the Infectious Disease Prevention and Control Institute, said

Currently, Guangdong has entered the peak of summer influenza

There are many main reasons

First, Guangdong does exist in the peak of previous summer influenza.

The second is that in the past two years, based on the prevention and control of the new crown, most citizens’ hygiene habits have been improved, and they will wear masks when they go out. Feeling the crowd.

Third, the popular strain H3N2, which is popular, has the characteristics of high popularity, high infection rate, and fast variation frequency.

"In the north, influenza is common in winter and spring, and in the south, influenza will appear throughout the year.But this summer has become higher in the southern region, which may have a certain relationship with climate changeEssence Wei Min, chief physician of the Department of Respiratory Medicine, the Sixth Hospital of Zhongshan University, said.

influenced by

Olympic, known as the influenza "magic medicine"

There are also out -of -the -place out stock

After the reporter set the address to Fuzhou on a takeaway platform, he searched Olympic Weir, all showed that they needed to ship delivery at 2 to 4 days. After setting the address to Guangzhou, it also shows that only individual pharmacies include Oasis Veye’s original research "Dafi", and domestic drugs "Kewei" also need to ship delivery.

What is the situation in Shanghai?

Some reporters called Dai Guoxing, Director of the Emergency Department of Tongji Hospital affiliated to Tongji University, and Director Dai said,At present, there are no influenza cases in the hospital’s laboratory and popular kidneys, and the incidence of influenza in Shanghai has not increased significantly.

Speaking of the incidence of Shanghai influenza, Director Dai said that the high incidence season in Shanghai in previous years has been from October to December, not spring and summer. Affected by the new crown epidemic in recent years, everyone’s awareness of protection has increased significantly, so the influenza incidence has decreased. But for the susceptible population, you still cannot relax your vigilance.

The most effective prevention method is to vaccine

Vaccination vaccine is the most effective prevention method.Usually after vaccinating flu vaccines, it takes about 2 to 4 weeks to produce antibodies with a protective level. However, the antibody level brought by the flu vaccine gradually decreases after 6 months to 8 months, and the influenza virus is mutated every year. so,Once the flu vaccine is vaccinated once a year.

(Data map, picture source: visual China)

It is worth noting

Under the background of the new crowns

We need to pay attention to influenza

And the risk of the new crown is popular

Old people and children cannot relax your vigilance!

At the end of the article "write a message"

Tell the head of the head to tell you all ~

The leader will list outShare with you ~

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Meibo Art Museum | Xu Ziyun -Listen

lead

As the brand art exhibition of the Meibo Art Museum, the Miko Spring Art Exhibition series has been successfully held for four years, and has accumulated a group of loyal audiences and good reputation. "We tried to break through innovation again and continued the expressiveness and artistic nature of the theme art exhibition over the years. Together with the eleven contemporary art coffees and famous contemporary artists, they strive to present an art feast for the audience with their works that meet the theme of the exhibition.

This art exhibition uses the art form close to the public to extend and find the artist’s spiritual connotation, and think about whether the works and exhibition behaviors of the artist will bring collective changes. understand. The works of the ten famous contemporary artists have a good atmosphere to the Spring Meibo Art Museum. Just like the camphor forest at the Meibo Art Center, the thick vertical line has been attracted to this garden, and the scenery changes.

Artist

I am a native of Shanghai. When I shuttle on the streets of Shanghai, I look at the streets, architecture, or some other things. I will have a feeling of knowing each other. Watching these things when I was young is a different feeling.

It’s like looking at a mirror, but this mirror is projected into different spaces and different latitude, so I use the material of mirror acrylic.

I use monochrome, silver, and black and white to present a conversation between the neutralized and memory and memory of the work. The metal color of silver can reflect my feelings of the development of the city in Shanghai. The form of metal and monochrome is more representative and powerful.

The mirror effect of the work allows the audience not only to see myself in the mirror (in the work), but also feel my expression of this city. This work is not only a dialogue between me and my own time and space latitude, but also allows me and viewers to communicate in different time, space, and latitude in the form of mirror.

Xu Ziyun

"Listening Series 1"

Mirror Acrylic

75 × 50cm

2021

Xu Ziyun

"Listening Series 3"

Mirror Acrylic

75 × 50cm

2021

Xu Ziyun

"Listening Series 4"

Mirror Acrylic

75 × 50cm

2021

Curator

Young artists convey the creation information through the combination of multiple spaces. Each one can see the artist’s presentation of the past, the presentation of the state of survival, whether it is collective or individual, there is always an indiscriminate relationship with the environment. Xu Ziyun showed his personal feelings about growth space in the form of more novel works, thinking about the meaning of the past and the relationship between the present.

About artist

Xu? Yun

Out of 1991?

Graduated from the Oil Painting Department of China Academy of Fine Arts in 2016

Now?

Exhibition experience:

2021

"Early" artistic innovation in China Academy of Fine Arts? Exhibition Futurelab Shanghai? Shore Dome?

"Ming? Can the Bay Area? New Year Artist Program" Australia?

"Internal and Outside" solo exhibition Banana Art Space Nanjing

2020

Banana Art Space 2020 Summer Group Exhibition Nanjing

"Flola’s living room" contemporary art and plant art cross -border exhibition neon art museum

2019

"? 年 Plan for the selection exhibition of outstanding works over the years ·? New Year Artist Nomination Exhibition"

"Memory Vision? -Chayun Art Item? Exhibition" Shanghai

2018

The 9th New Star Art Festival of the series of works "Behind the scenes"

2017

The work "For" Lunch on the Grass "? Conjecture to participate in the" Yue? -The visual cross -border extension "Chicago, USA

2016

The work "Festival?" "College? 2016" Sichuan Academy of Fine Arts

The work "Breathing", "Care?"

116m2+POP UP Painting Mobile Biennale Biennale

2015

The work "Separation in the evening" and "Live? Light" won the theme award of the Inter-Youth International?

The work "Star?" "Spring is here -10cm3" San Shang Contemporary Art Museum (Hangzhou)

The work "Models?" "Gadgets -Contemporary Paper Works Exhibition" Van Geng Art Institution (Hangzhou)

2014-2015

The work "Spring Equinry Squiries Laying on?" "Pursue Excellence: Artists of the College ——? The Session of Oil Painting Invitation Exhibition" (National Tour)

Year 2014

The work "On the escalator? Autumn" Nanjing International Art Exhibition (Nanjing)

"Nine? · —— Zhejiang Oil Painting Works Exhibition" Ningbo Art Museum

year 2013

The work "Lu Lu" and "The Shop" "The Consciousness of Painting -Creation Research Exhibition of Oil Painting Department of the Chinese Academy of Fine Arts" (Shanghai)

The work "Slim Shadow Slimming

2012

Creative work "Jian" nationwide? The New Year’s Exhibition- "Most Painting" (Beijing)

year 2011

Creative work "Jian" 6th China Academy of Fine Arts "Century Star" China Academy of Fine Arts Museum of Fine Arts

Zhisheng: Collective upward -2022 Beauty Spring Art Exhibition

Producer: Chen Hui

Project planning: Kong Kong

Curator: Xiaojun

Exhibitors:

Chen Xiaodan, Ding Fang, Gong Xinru, Ji Wenyu+Zhu Weibing, Long Bin, Qu Fengguo, Xue Song, Xu Ziyun, Zhou Dujin, Zhou Xiaoping

Organizer: Meibo Museum

Opening time: February 26, 2022 (Saturday) at 3:30 pm

Exhibition time: February 26, 2022-March 20, 2022

Exhibition location: Meibo Art Museum, No. 88 Liming Road, Minhang District, Shanghai

| Opening time: Tuesday to Friday 9:00-17:00

Saturday Sunday 9:00-18:00 (closed Monday)

Address: Meibo Art Museum, No. 88, Liming Road, Minhang District, Shanghai