days1440
每天一个TED,只为遇见更好的你。
| 简介
当男孩们从学校辍学,阿里·卡·切尔曼指出有三个原因,她还提出大胆的计划让男孩们重新获得学习的激情:将男孩文化带进教室,还有让男孩做他们想做的事的新准则,以及打游戏也可以寓教于乐。
| 音频 + 视频
| 中英对照演讲稿
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So I'm here to tell you that we have a problem with boys,
我在这儿是想告诉大家我们的对男孩的教育有问题,
and it's a serious problem with boys.
男孩子的教育是个严重问题。
Their culture isn't working in schools,
在学校,男孩文化没有形成。
and I'm going to share with you ways that we can think about overcoming that problem.
我要和大家分享我们关于这一问题的解决方法。
First, I want to start by saying, this is a boy, and this is a girl,
首先,我首先想说,这是个男孩,这是个女孩。
and this is probably stereotypically what you think of as a boy and a girl.
这可能是你刻板的关于男孩和女孩的想法。
If I essentialize gender for you today,
如果我今天要讲性别的事,
then you can dismiss what I have to say.
然后大家可能不会理睬我要说的。
So I'm not going to do that. I'm not interested in doing that.
所以我不打算这样做,我对此也不感兴趣。
This is a different kind of boy and a different kind of girl.
这是一个与众不同的男孩,这是一个与众不同的女孩。
So the point here is that not all boys
我要指明的是并不是所有的男孩
exist within these rigid boundaries of what we think of as boys and girls,
是按我们所想的男孩和女孩那样的严格界限来划分的。
and not all girls exist within those rigid boundaries of what we think of as girls.
也不是所有女孩可以用我们想象中的女孩的界限来严格定义。
But, in fact, most boys tend to be a certain way,
但事实上,多数男孩朝着他们自己的方向发展,
and most girls tend to be a certain way.
大多数女孩也朝着另一方向发展。
And the point is that, for boys,
关键是,对男孩来说,
the way that they exist and the culture that they embrace isn't working well in schools now.
对他们的认可和他们的这种男孩文化的认识,目前在学校都没有过多了解。
How do we know that?
我们怎么知道这个事实呢?
The Hundred Girls Project tells us some really nice statistics.
100个女孩计划告诉了我们一些真正有用的数据。
For example, for every 100 girls that are suspended from school,
例如,当有100个女孩从学校停课,
there are 250 boys that are suspended from school.
那就有250个男孩从学校停课。
For every 100 girls who are expelled from school,
每当有100个女孩被学校开除,
there are 335 boys who are expelled from school.
对应的男孩数是335个.
For every 100 girls in special education, there are 217 boys.
每当有100个女孩接受特殊教育,男孩数是217个。
For every 100 girls with a learning disability,
每100个女孩有学习障碍,
there are 276 boys.
男孩的对应数是276个。
For every 100 girls with an emotional disturbance diagnosed,
每100女孩有情绪紊乱症状,
we have 324 boys.
对应男孩数是324个。
And by the way, all of these numbers are significantly higher
顺便提一下,
if you happen to be black,
如果发生在黑人小孩,
if you happen to be poor,
贫穷的小孩身上,
if you happen to exist in an overcrowded school.
假如发生在拥挤不堪的学校上学的小孩身上,这所有数据还得更高。
And if you are a boy,
如果你是个男孩,
you're four times as likely to be diagnosed with ADHD
你比女孩更有四倍的可能性被诊断出ADHD症状-
Attention Deficit Hyperactivity Disorder.
注意力缺乏(或多动)症状。
Now there is another side to this.
现在讲到这还要提另一方面。
And it is important that we recognize that women still need help in school,
我们还要重视地认识到在学校女性还需要帮助,
that salaries are still significantly lower,
女性的工资还是相对地低,
even when controlled for job types,
甚至在工作种类上女性选择面也小,
and that girls have continued to struggle in math and science for years.
女孩还一直在数学和科学领域中挣扎奋斗多年。
That's all true.
这都是事实。
Nothing about that prevents us from paying attention to the literacy needs of our boys between ages three and 13.
但这不能阻止我们来关注年龄从3岁到13岁的男孩的扫盲问题。
And so we should.
我们应该关注这些男孩的问题。
In fact, what we ought to do is take a page from their playbook,
事实上,我们要做的是站在男孩的立场来思考解决问题,
because the initiatives and programs
因为在学校已设置的初级教学和课程计划
that have been set in place for women in science and engineering and mathematics are fantastic.
适合女孩在科学,工程学和数学方面有杰出表现。
They've done a lot of good for girls in these situations,
他们在这些情形下为女孩子作了很多好事。
and we ought to be thinking about how we can make that happen for boys too in their younger years.
我们该考虑一下我们该怎样让男孩在他们年少时也受到同样的待遇。
Even in their older years, what we find is that there's still a problem.
甚至在他们长大的岁月中,我们发现还是有问题的。
But this is sort of the important stages in which that framework will get built,
平台建设是很重要的阶段,
and so we want to all be thinking about it consciously now.
所以现在我们都要自然而然地思考这个问题。
Just before we jump into that, there's sort of a question of: why is this important?
当我们开始讨论这个问题之前,还有一个问题,那就是:为什么重要?
I'm sort of making this claim that there is a game layer on top of the world,
为什么我刚才说的建设最棒的游戏社交网络
and that it's very important that we build it properly.
非常重要。
The reason that it's so important is that, the last decade,
重要的原因是,最近十年,
what we've seen has been building the social layer,
建立的网络社交圈,
has been this framework for connections,
也就是网上人与人的联系,
and construction on that layer is over, it's finished.
这种社交网络的建设已经完成了。
There's still a lot to explore.
但是还有很多值得开发的地方。
There's still a lot of people who are trying to figure out social
仍然有很多人试着提升这种网络平台,
and how do we leverage this and how do we use this,
摸索如何使用这个平台,
but the framework itself is done, and it's called Facebook.
但是这平台本身已经搭建起来了,叫做Facebook。
And that's okay, right? A lot of people are very happy with Facebook.
平台已经建成也没有关系,不是吗?很多人很喜欢Facebook。
I like it quite a lot.
我也很喜欢。
They've created this thing called the Open Graph, and they own all of our connections.
它们搭建了所谓的“开放列表Open Graph”,它可以拥有所有使用者的关系资料。
They own half a billion people.
FACEBOOK拥有5亿人的资料。
And so when you want to build on the social layer,
所以当你想建立社交关系网时,
the framework has been decided; it is the Open Graph API.
这个平台已经搭建好了,也就是开放列表应用程序(Open Graph API)。
And if you're happy with that, fantastic.
如果你很乐意使用它,那就太好了。
If you're not, too bad. There's nothing you can do.
如果你不高兴用它,很可惜。我们无能为力。
But this next decade -- and that's a real thing.
但是下一个十年——一定会有事情发生。
I mean, we want to build frameworks
我的意思是,我们想建立一个平台-
in a way that makes it acceptable and makes it, you know, productive down the road.
一个人人都能读取和改变信息的平台,这个平台会不断丰富。
So, the social layer is all about these connections.
网络社交圈是处理人与人关系的,
The game layer is all about influence.
而游戏社交圈全是有关影响力的平台。
It's not about adding a social fabric to the Web
并不是简单地在网上增加一个社会联系
and connecting you to other people everywhere you are and everywhere you go.
而是把你和其他人联系起来,无论你在哪里和要去哪里。
It's actually about using dynamics, using forces,
它完全利用的是某种动力、影响力,
to influence the behavior of where you are, what you do there, how you do it.
来影响人们在哪里,去哪里以及怎样行动的方式。
That's really, really powerful, and it's going to be more important than the social layer.
这种方式真的很强大,比网络社交圈更加重要。
It's going to affect our lives more deeply and perhaps more invisibly.
它会更深刻地影响到人们的生活,或许以更无形的方式。
And so it's incredibly critical that at this moment,
所以游戏社交圈无比重要,此时,
while it's just getting constructed,
我们刚刚开始建立它,
while the frameworks like Facebook, like the Open Graph,
我们认为游戏社交圈
are being created for the game layer equivalent,
堪与Facebook和开放列表这样的平台并驾齐驱,
that we think about it very consciously,
我们认为这是非常准确的,
and that we do it in a way that is open,
我们把它做成一个开放的、
that is available, and that can be leveraged for good.
每个人都能够使用的、不断提升的平台。
And so that's what I want to talk about for game dynamics,
这也就是我所提到的游戏动机,
because construction has just begun,
因为建设才刚刚开始,
and the more consciously we can think about this,
我们设想的越精确,
the better we'll be able to use it for anything that we want.
我们就能够更好地利用它来做任何我们想让它实现的事情。
So like I said, the way that you go through and build on the game layer is not with glass and steel and cement.
就像我刚才说的,我们建设这个游戏社交圈的方式并不是用玻璃、钢筋和水泥。
And the resources that we use are not this two-dimensional swath of land that we have.
我们所用的资源并不是屏幕上的两维的平面地图。
The resources are mindshare and the tools, the raw materials are these game dynamics.
而是俘获的人们心灵,我们的工具和原材料就是人们玩游戏的动机。
So with that, you know, a couple game dynamics to talk about. Four.
所以今天我就主要谈一谈玩游戏的四个动机。
Back at SCVNGR, we like to joke that with seven game dynamics,
在SCVNGR的时候,我们总开玩笑说,如果有7个玩游戏的动机的话,
you can get anyone to do anything.
我们就能让任何人做任何事情。
And so today, I'm going to show you four,
今天我给大家介绍四种,
because I hope to have a competitive advantage at the end of this, still.
因为我想保留一些,以保证我的相对优势。
So the first one, it's a very simple game dynamic.
第一个,很简单的玩游戏的动机。
It's called the appointment dynamic.
它叫做约定动机appointment dynamic。
And this is a dynamic in which to succeed,
要想使这种动机发挥作用,
players have to do something at a predefined time, generally at a predefined place.
参与游戏者需要在约定的时间做某种事情,通常也约定好了地点。
And these dynamics are a little scary sometimes, because you think, you know,
有时这种动机有些吓人,因为,你可以设想,
other people can be using forces that will manipulate how I interact: what I do, where I do it, when I do it.
其他人可能用这种力量来控制人们该如何交流,做什么,在什么地方做以及什么时候去做。
This sort of loss of free will that occurs in games can be frightening,
在游戏过程中,这种自由的丧失确实存在,有些恐怖,
so with each dynamic, I'm going to give three examples:
每种动机我都会举三个例子——
one that shows how this is already being used in the real world,
一个是已经在真实世界中应用的例子,
so you can sort of rationalize it a little bit;
所以你们可以更好地体会它,
one that shows it in what we consider a conventional game --
另一个是指出它在传统游戏中表现——
I think everything is a game,
我认为所有的事情都是游戏,
but this is sort of more of a what you would think is a game played on a board or on a computer screen,
这与棋盘游戏或者电脑游戏很相似,
and then one how this can be used for good,
最后一个例子是如何向着好的方向利用这种动机,
so we can see that these forces can really be very powerful.
由此我们可以看到这些力量是如何的强大。
So the first one -- the most famous appointment dynamic in the world--is something called happy hour.
第一个例子——也就是世界上有关约定动机的最有名的例子--被称作快乐时刻的例子。
So I just recently dropped out of Princeton
因为我刚刚从普林斯顿辍学,
and actually ended up for the first time in a bar,
第一次在酒吧中结束学业生涯,
and I saw these happy hour things all over the place, right.
我发现在很多地方都有这种优惠时段。
And this is simply an appointment dynamic.
这是一种简单的约定动机。
Come here at a certain time, get your drinks half off.
在特定的时间到这里聚会,喝一杯半价饮料。
To win, all you have to do is show up at the right place at the right time.
为了好处,你会在特定时间出现在特定地方。
This game dynamic is so powerful
这种游戏动力如此强大,
that it doesn't just influence our behavior, it's influenced our entire culture.
以至于它不仅影响到我们的行为,还影响了整个文化。
That's a really scary thought, that one game dynamic can change things so powerfully.
这确实让人害怕,一种玩游戏的动机居然使事情发生如此大的改变。
It also exists in more conventional game forms.
这种动机也存在于很多传统游戏中。
I'm sure you've all heard of Farmville by now.
我敢肯定你们都听说过了美国农场游戏Farmville。
If you haven't, I recommend playing it.
如果你没听过,我推荐你玩一下。
You won't do anything else with the rest of your day.
有了它,一天的其他时间里你都不会再去做别的事了。
Farmville has more active users than Twitter.
美国农场游戏Farmville的用户比Twitter的用户还活跃。
It's incredibly powerful, and it has this dynamic
它的力量是如此的强大,能让你
where you have to return at a certain time to water your crops -- fake crops -- or they wilt.
在特定的时刻赶回来玩游戏,为你的庄稼浇水--虚拟的庄稼--否则它们就枯萎了。
And this is so powerful that, when they tweak their stats,
它的力量如此强大,当信息显示,
when they say your crops wilt after eight hours, or after six hours, or after 24 hours,
你的庄稼会在8个小时、6个小时或者24个小时之后枯萎,
it changes the lifecycle of 70 million-some people during the day.
它就能改变这一天7千万人的生物钟。
They will return like clockwork at different times.
他们会像闹钟一样准时地在不同时间回来给庄稼浇水。
So if they wanted the world to end, if they wanted productivity to stop,
如果制定游戏的人想要农场倒闭,生产力停滞,
they could make this a 30-minute cycle, and no one could do anything else, right?
他们可以把浇水的周期改为30分钟,所有人就无法做其他事情了。
That's a little scary.
这有些恐怖。
But this could also be used for good.
但是也可以用这种动机做好事。
This is a local company called Vitality,
有一个本地的企业叫做Vitality,
and they've created a product to help people take their medicine on time.
他们生产一种产品来帮助人们按时吃药。
That's an appointment.
这是一种约定。
It's something that people don't do very well.
在这个方面,有时人们表现的并不好。
And they have these GlowCaps, which, you know, flash and email you
所以他们就制造了GlowCaps,能够闪烁,还能够给你发邮件
and do all sorts of cool things to remind you to take your medicine.
还会做一些其他有趣的事情来提醒你吃药。
This is one that isn't a game yet, but really should be.
这不太像是一种游戏,但实际上它是。
You should get points for doing this on time.
当你按时吃药的话,你就能够得分。
You should lose points for not doing this on time.
没有做到就要被扣分。
They should consciously recognize that they've built an appointment dynamic and leverage the games.
他们应该意识到,他们已经拥有了约定动机,提升了游戏的水平。
And then you can really achieve good in some interesting ways.
你确实可以巧妙地利用这一动机做些好事。
We're going to jump onto the next one, maybe. Yes.
或许我们可以开始讨论下一个动机了。
Influence and status.
影响力和地位
So this is one of the most famous game dynamics.
这是最出名的游戏动机之一。
It's used all over the place.
在很多地方都可以利用它。
It's used in your wallets, right now.
你的钱包里现在就有它。
We all want that credit card on the far left because it's black.
我们都想拥有最左边那张信用卡,因为它是美国运通顶级黑卡。
And you see someone at CVS or --
你会见到在财富五百强工作的人或者——
not CVS -- at Christian Dior or something, and then ...
不是财富五百强——在迪奥或者别的什么精品店,这张卡会出现,
I don't know. I don't have a black card; I've got a debit card.
我不大清楚,因为我没有运通黑卡,我只有一张借记卡。
So they whip it out. And you see men, they have that black card.
他们把卡拿出来。你会看着这个人,哇,他们有运通黑卡。
I want that because that means that they're cooler than I am, and I need that.
我也想要有这样的卡片因为这张卡意味着身份高人一等,所以我也想要一个。
And this is used in games as well.
游戏中也有这种动机。
"Modern Warfare," one of the most successful selling games of all time.
“魔兽世界”是一款卖的最好的游戏。
I'm only a level four, but I desperately want to be a level 10,
我现在只玩到了4级,我特别想达到10级,
because they've got that cool red badge thing,
因为到达十级后就可以拿到很酷的红色勋章,
and that means that I am somehow better than everyone else.
意味着我比其他人都棒。
And that's very powerful to me. Status is really good motivator.
这对我很有吸引力。地位确实是很强的动力。
It's also used in more conventional settings
在很传统的地方也会有地位发挥作用的情况,
and can be used more consciously in conventional settings.
并且可以在这些地方更加刻意地利用它。
School -- and remember, I made it through one year,
比如学校——别忘了我还上过一学年,
so I think I'm qualified to talk on school --
所以我还是有资格谈论学校的——
is a game, it's just not a terribly well-designed game, right.
它就是一个游戏,是一款设计的不那么好的游戏。
There are levels. There are C. There are B. There is A.
那里也有等级,包括C等,B等,A等。
There are statuses. I mean, what is valedictorian, but a status?
这里有地位之分。我的意思是,如果把毕业生致辞比作地位?
If we called valedictorian a "white knight paladin level 20,"
如果我们把毕业生致辞的地位命名为“白爵士圣骑士二十级”,
I think people would probably work a lot harder.
我认为同学们会更加努力的学习。
So school is a game, and there have been lots of experimentations on how we do this properly.
所以学校就是一个游戏场。我们可以做很多实验尝试把学校办的更好。
But let's use it consciously. Like why have games that you can lose?
让我们自觉地利用它。比如为什么制定会输的游戏?
Why go from an A to an F or a B to a C?
为什么会从A到F,从B到C?
That sucks. Why not level-up?
这太糟了。为什么不能晋级?
And at Princeton, they've actually experimented with this,
在普里斯顿,他们正实验着这么做,
where they have quizzes where you gain experience points, and you level up from B to an A.
有一些可以得到经验分的小测试,可以从B等升到A等。
And it's very powerful.
这种力量很强大。
It can be used in interesting ways.
人们可以采取各种有趣的形式利用它。
The third one I want to talk about quickly is the progression dynamic,
第三个我想快速讲一下的是进步动机,
where you have to sort of make progress,
当你不得不进步的时候,
you have to move through different steps in a very granular fashion.
你很规律地一步一步前进。
This is used all over the place, including LinkedIn, where I am an un-whole individual.
这种动机在各地都适用,包括Linkedln,我并没有全部完成。
I am only 85 percent complete on LinkedIn, and that bothers me.
只完成了85%,我很在意这个。
And this is so deep-seated in our psyche
这种进步的动机在每个人身上如此根深蒂固
that when we're presented with a progress bar
以至于当我们面对一个有进度条的任务,
and presented with easy, granular steps to take to try and complete that progress bar, we will do it.
它会细分成很多小的步骤,让你会愿意尝试完成这个进度条,
We will find a way to move that blue line all the way to the right edge of the screen.
我们会尽力移动那条蓝线,一直移到屏幕的最右边。
This is used in conventional games as well.
这一动机在传统的游戏中也有所体现。
I mean, you see this is a paladin level 10, and that's a paladin level 20,
我的意思是,你看这是圣骑士10级,那是圣骑士20级,
and if you were going to fight, you know, orcs on the fields of Mordor against the Raz al Ghul,
当各位将士准备前往摩多攻击半兽人,
you'd probably want to be the bigger one, right.
你或许想用那个大块头,对吧。
I would.
我会想要右边的。
And so people work very hard to level-up.
所以人们拼了命想升级。
"World of Warcraft" is one of the most successful games of all time.
“魔兽世界”是一款卖的很好的游戏。
The average player spends something like six, six-and-a-half hours a day on it.
平均每个玩家每天花大概6到6.5个小时玩这个游戏。
Their most dedicated players, it's like a full-time job.
最专注的玩家,恐怕是全职的。
It's insane. And they have these systems where you can level-up.
这简直是疯了。游戏系统规定可以升级。
And that's a very powerful thing. Progression is powerful.
这个很强大。进步的驱动力是巨大的。
It can also be used in very compelling ways for good.
这也可以被用来做好事。
One of the things that we work on at SCVNGR
我们在SCVNGR做的一件事情就是
is how do you use games to drive traffic and drive business to local businesses,
想出利用游戏的手法,对当地企业进行操作,
to sort of something that is very key to the economy.
这对经济发展非常重要。
And here we have a game that people play.
这里我们给大家设计了这样一个游戏,
They go places, they do challenges, they earn points.
他们到一个地方,完成挑战,赢得经验值。
And we've introduced a progression dynamic into it,
我们已经把进步动力的方式引入游戏之中,
where, by going to the same place over and over,
人们通过一次次到相同的地方,
by doing challenges, by engaging with the business,
不断地完成挑战,参与经济活动,
you move a green bar from the left edge of the screen to the right edge of the screen,
会使的一根绿色的进度条从屏幕的左边不断向右边推移,
and you eventually unlock rewards.
最终你能得到奖赏。
And this is powerful enough that we can see that it hooks people into these dynamics,
这种方法也很有效,它能够激起人们的进步动机,
pulls them back to the same local businesses, creates huge loyalty, creates engagement,
不断把他们拉回到同一个当地企业,建立巨大的客户忠诚和亲密关系,
and is able to drive meaningful revenue and fun and engagement to businesses.
这给企业带来了可观的收入,娱乐和承诺。
These progression dynamics are powerful and can be used in the real world.
这种进步的动机很强,可以在现实生活中使用。
The final one I want to talk about -- and it's a great one to end on --
我最后想讲的是——用来结尾很好的例子是
is this concept of communal discovery,
社群探索的概念,
a dynamic in which everyone has to work together to achieve something.
人们需要一起工作来达到某个目标的动机。
And communal discovery is powerful because it leverages
社群探索有影响力的原因是因为
the network that is society to solve problems.
它能够利用人际网络解决各种问题。
This is used in some sort of famous consumer web stories,
它多用于著名的网上店铺,
like Digg, which I'm sure you've all heard of.
例如Digg,我相信你们都听说过。
Digg is a communal dynamic to try to find and source the best news, the most interesting stories.
Digg就是一个社群动力寻找最好的新闻,最有趣的故事。
And they made this into a game, initially.
起初,这就是一种游戏。
They had a leader board, where, if you recommended the best stories, you would get points.
当你推荐的某个故事上了网站首页,你会得到加分。
And that really motivated people to find the best stories.
这激励人们去寻找最好的故事。
But it became so powerful that there was actually a cabal,
这很有影响力,很像某种帮派,
a group of people, the top seven on the leader board,
也就是一群人,领袖榜的前七个,
who would work together to make sure they maintained that position.
他们会通力合作保证他们的位置。
And they would recommend other people's stories, and the game became more powerful than the goal.
他们会推荐彼此的故事。游戏的过程变得比目标达成的影响力更大。
And they actually had to end up shutting down the leader board because while it was effective,
最后,霸占主页成为主要的目标,当这种情形发生时,
it was so powerful that it stopped sourcing the best stories
社群动力就会使参与者不再推荐好故事,
and started having people work to maintain their leadership.
并且,有些人开始专门为了维持领导地位忙活。
So we have to use this one carefully.
所以我们必须谨慎使用这一动机。
It's also used in things like McDonald's Monopoly,
再举一个例子,像麦当劳大富翁游戏
where the game is not the Monopoly game you're playing,
这不像我们平常玩的大富翁游戏,
but the sort of cottage industries that form to try and find Boardwalk, right.
消费者会像寻找农舍一样寻找滨海长堤
And now they're just looking for a little sticker that says "Boardwalk."
他们都希望找到一种有“滨海长堤”的小贴纸。
But it can also be used to find real things.
这能够用于寻找真实存在的东西。
This is the DARPA balloon challenge,
DARPA推出了气球挑战赛,
where they hid a couple balloons all across the United States and said,
他们随机在美国境内放了10个气球,他们宣布
"Use networks. Try and find these balloons fastest, and the winner will get $40,000."
“请使用网络,最快找到这些气球的人会得到4万美元奖金。”
And the winner was actually a group out of MIT,
拿走奖金的是麻省理工的一个团队,
where they created sort of a pyramid scheme, a network,
他们制作了一个类似于老鼠会的网站,
where the first person to recommend the location of a balloon got $2,000
第一个到网站报告气球位置的人就能拿到2000美元,
and anyone else to push that recommendation up also got a cut of it.
并且把这个消息传给其他人就能够分到一些。
And in 12 hours, they were able to find all these balloons, all across the country, right.
12个小时后,他们发现了境内的所有10个气球。
Really powerful dynamic.
真的是非常有效的驱动力。
And so, I've got about 20 seconds left,
我还有20秒钟的时间,
so if I'm going to leave you with anything,
让我做个总结,
last decade was the decade of social.
过去的十年是网络社交的黄金十年。
This next decade is the decade of games.
接下来的十年是游戏社交的十年。
We use game dynamics to build on it. We build with mindshare.
我们正在用这些游戏驱动力来建立。我们用的是心灵占有率。
We can influence behavior.
我们影响行为。
It is very powerful. It is very exciting.
这很有影响力,这很激动人心。
Let's all build it together, let's do it well and have fun playing.
让我们共同打造这个游戏社交圈,让我们一起玩游戏。
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