Regulation is tightening to prevent children from indulging in games

Font size: large in Small Ren Mai Published on 2021-09-29 15:42  comment 0 read 432804 times

At present, the supervision of online games is continuously increasing. The State Press and Publication Administration recently issued the Notice on Further Strict Management and Practical Prevention of Juvenile Addiction to Online Games, and launched the "Reporting Platform for Game Enterprises' Implementation of Anti Addiction". On September 23, the Game Publishing Committee of the China Audio Video and Digital Publishing Association, together with its member units and relevant game enterprises, jointly launched the Convention on Anti addiction and Self discipline of Online Game Industry under the guidance of the competent national authorities.

 
Why is the anti addiction policy "rising with the tide"?
 
"In fact, China has already carried out the work of preventing minors from indulging in online games." Zhu Wei, deputy director of the Communication Law Research * of China University of Political Science and Law, told the People's Daily Online "Strong Observation" column that in April 2007, the online game anti addiction system and the supporting real name authentication scheme had been officially implemented. In 2019, the country completed the online game anti addiction real name verification system of the National Press and Publication Administration, and achieved full access to formal games.
 
"The continuous upgrading of anti addiction policy is a kind of 'rising tide' performance." Zhu Wei said that from a macro perspective, game addiction has become a global concern. The 11th edition of the International Classification of Diseases adopted by the World Health Organization lists "addiction to games" as a mental disease. From a micro perspective, first, domestic parents have a high voice for anti addiction policies. Second, although policies have been issued, many minors have ways to "bypass" the existing anti addiction system and play games without restrictions. To achieve the expected effect of the policy, the joint efforts of the game platform and enterprises are needed.
 
It is reported that on some e-commerce platforms or applications, players can rent game accounts cheaply without identity authentication and other links, providing a path for minors to bypass the anti addiction system. On September 8, an interview with the Central Propaganda Department, the State Press and Publication Administration and other departments stressed that all online game enterprises and platforms should strictly implement the requirements of the notice, and should not provide online game account leasing and trading services to minors in any form. As of the press release date, the "strong observation" column search found that some businesses have suspended the rental service, and some rental platforms have also issued a notice prohibiting minors from using.
 
The pockets of the anti addiction system are being further tightened. On September 16, the State Press and Publication Administration officially launched the "Report Platform for Game Enterprises' Implementation of Anti addiction". On this platform, the public can collect and report the non-compliance of various game enterprises in implementing the relevant regulations on anti addiction, so as to implement the specific provisions of the "juvenile anti addiction protection" measures. The Convention on Self discipline against Addiction in the Online Game Industry requires that real name authentication be resolutely implemented to accurately identify users. Game enterprises (including some small game platforms) must fully access the online game anti addiction real name verification system of the State Press and Publication Administration.
 
What is "addictive"?
 
"The 'drug' that leads to addiction cannot be embedded in the game program itself," Zhu Wei said.
 
Due to the convenience of mobile game carriers and the popularity of game content designed for "fragmented" time, the "main battlefield" of online games is shifting from computers to mobile phones and other mobile terminals.
 
The Research Report on the Use of Internet by Minors in China in 2020 shows that there will be 183 million Internet users by 2020, of which 62.5% often play games online, and mobile phones are the main device for them to play games, accounting for 56.4%.
 
"Since the holidays, children have been holding their mobile phones and almost never go out." Some parents said that their son, who is still in primary school, had fun with his classmates online every day. "I'm worried that his eyes can't stand it. He won't go out for a long time, and his body won't get exercise."
 
"Nowadays, many games are designed to make you dependent and addicted." Zhu Wei said that the design of domestic mobile online games, integrating multi-disciplinary knowledge such as sociology and psychology, is intended to cultivate user stickiness through various designs such as sign in rewards, interactive rewards, invitation rewards for new players, and battle effectiveness rankings, * ultimately achieving the effect of "addiction". "In fact, the 'food circle culture' in the game is not uncommon. By spending time and money to make yourself 'on the list', everyone will worship you. This kind of product design orientation is problematic."
 
Zhu Wei suggested that, in order to implement the anti addiction policy, game companies should eliminate unreasonable settings at the beginning of game design to reduce the stimulation and addiction of games. Game platforms should strictly implement the real name authentication system, increase the frequency of verification, and ensure the effectiveness of the mechanism by "internal and external use".
 
The Convention on Anti addiction and Self discipline of Online Game Industry points out that we are determined to change all kinds of rules and game design that induce players to indulge; It is not allowed to release wrong guidance, induced consumption and other contents; We will resolutely resist bypassing the regulatory mechanism and providing services to domestic users through overseas game platforms.
 
"To regulate the development of the game industry, we should neither let minors indulge in games nor 'exterminate' the game industry." Zhu Wei said that in 2020, the actual total sales of the domestic game market will exceed 270 billion yuan. Although the cake is "big", we should also ensure its quality. Some game production companies lack "craftsmanship spirit", and do not regard games as an industry, but as a "leek cutting" machine, lacking originality and preparation for long-term operation of high-quality games. The game grading system should be established and improved to guide the healthy development of the game industry.
 
Are E-sports players "Internet addicts"?
 
"Is E-sports' cool '?" Some netizens asked.
 
As an industry closely related to games, e-sports has a certain scale in China. According to the data of China's Game Industry Report in the * quarter of 2021, the actual sales revenue of China's e-sports game market in the * quarter of 2021 was 34.434 billion yuan, up 9.03% month on month; In the * quarter of 2021, the number of Chinese e-sports users will reach 489 million.
 
Xia Sicong, the e-sports coach, said that some insiders were worried that e-sports would be labeled as "fun for fun".
 
"E-sports is not equal to playing games." Xia Sicong said that although E-sports is an industry based on games, it would be biased to label E-sports players as "Internet addicted teenagers playing games". Like any sports event, the survival of the fittest is achieved through scientific planning and strict training.
 
"Children love to play games. Is it reliable that they want to play a profession?" With the development of the electronic sports industry, more and more parents are consulting the prospect of this industry.
 
"I think we should distinguish between love and avoidance of learning." Xia Sicong suggested that e-sports, like any sport, need talent and love. If children choose this path for reasons such as avoidance of learning, it will be difficult to make achievements.
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