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The implementation of the new regulations on online games has been more than half a year, how effective is the anti-addiction governance effect of minors?

In August last year, the State Press and Publication Administration issued a notice calling for further strict management to effectively prevent minors from indulging in online games.

In accordance with the requirements of the notice previously issued by the relevant departments, all online game enterprises can only provide 1 hour of service to minors from 20:00 to 21:00 every day on Fridays, Saturdays, Sundays and statutory holidays; they must not provide game services in any form to users who have not registered and logged in with their real names.

The reporter's investigation found that well-known game companies have implemented the new regulations on online games more thoroughly, and the game review is more stringent. However, at the same time, there are still some chaos in online games in terms of minors' anti-addiction, such as some online games still do not require real-name authentication, etc. Behind the punishment of some online game companies, violations are also varied. Governing online games to prevent addiction, what kind of suggestions have been given by industry insiders? Where is the focus of the future development of the game industry?

The overall effect of anti-addiction governance in online games is good

However, there are still chaos such as the lack of real-name authentication

According to public reports, during this year's winter vacation (January 17 to February 15), an average of 7.92 million game accounts that have been verified as minors under real names every day were intercepted every day by trying to log in to a game of a well-known game company during non-playable hours. Zhang Shule, a commentator on the Internet and game industry, said that the overall effect of anti-addiction governance of online games is good.

Zhang Shule said that the game industry is an industry where the "law of two and eight" is particularly obvious, and the vast majority of players are concentrated in a very small number of explosive online games. "The explosive products produced by two well-known game companies in China have basically achieved fairly good execution in anti-addiction, and there are indeed fewer and fewer underage players."

The implementation of the new regulations on online games has been more than half a year, how effective is the anti-addiction governance effect of minors?

At the same time, some media investigations have found that some online games still do not require real-name authentication, no face recognition system, fraudulent use of adult identity authentication, and publish online games without legal approval. There are also game companies that use the game version number of other companies to illegally operate "the same name" game. Some enterprises have fictitious approval information, and the relevant information cannot be queried in the game approval inquiry page of the State Press and Publication Administration website.

Li Yongjian, a researcher at the Institute of Financial and Economic Strategy of the Chinese Academy of Social Sciences, said that behind the chaos of online games, the root cause is still the word "interest". "The mainland game industry is probably a big industry with a scale of 300 billion. Many small game companies or small platforms, if they really want to do business, they must go a little off the way. Because our game version management is relatively strict, many small platforms and small game companies want to obtain benefits through improper means, which is the most fundamental reason. ”

Expert advice: strengthen supervision at the same time

It is also necessary to increase the punishment for violating the platform

Recently, the Jiangsu Provincial Press and Publication Bureau and the Provincial Department of Culture and Tourism selected and published a typical case of online games involving minors, showing that online games such as "Weak Chicken Only Brakes" do not show the game version number information on the relevant pages, and they publish a number of online games online without approval according to law.

Li Yongjian pointed out that to control the chaos of online games, on the one hand, it is necessary to strengthen supervision of online platforms that provide unaudited illegal online games from the source through big data and other technical means, and secondly, to increase the punishment of illegal online platforms and online game companies.

The Family Education Promotion Law, which came into effect in January this year, makes it clear that parents or other guardians of minors should prevent minors from becoming addicted to the Internet. Zhang Shule said that the "main battlefield" for minors to prevent addiction is still within the family, and guardians should strengthen the education and guidance of minors. In addition, he also suggested that the supervision of non-online games, that is, single-player games, should be strengthened.

The implementation of the new regulations on online games has been more than half a year, how effective is the anti-addiction governance effect of minors?

"Of course, it is also because such games do not need to be connected to the Internet when playing, and it is really difficult to execute technically." Therefore, to really do a good job in anti-addiction supervision, regulatory authorities and so on also need to further improve the types of games that anti-addiction needs to cover. Zhang Shule said.

In addition to proper and effective regulation

The game industry also needs to rely on going to sea to become bigger and stronger

Experts also pointed out that games are not flood beasts, and under correct and effective regulations, the game industry is beneficial to the national economy. At present, the scale of the domestic game industry in the mainland is about 300 billion yuan, and the scale of the global game industry is about 200 billion US dollars, covering 2.8 billion users. In addition to regulation, the game industry also needs to become bigger and stronger.

Li Yongjian said that on the one hand, it is necessary to do a good job in standardized management, on the other hand, it is also necessary to promote the development of the game industry, especially the development of innovative technologies in the game industry. "The game itself can promote some of our progress in digital technology, in fact, there are many particularly advanced digital technologies, and often its initial use is in the game." We can use the reverse of the game itself to promote the progress of digital technology, encourage the innovation of game companies, and innovative technology can also be used in the field of digital economy and even the national economy. ”

The implementation of the new regulations on online games has been more than half a year, how effective is the anti-addiction governance effect of minors?

Zhang Shule pointed out that after 2010, in the development of the domestic game industry, the total number of game users and the growth of total game time slowed down. In the future, the mainland game industry needs to expand overseas markets by creating high-quality games and going to sea through games.

"Especially in overseas markets, game products with Chinese cultural imprints are gradually gaining favor in mainstream game markets such as Europe and the United States." Zhang Shule said: "Its degree of quality, especially its integration of Chinese culture and games, will become a key to the vertical and horizontal of domestic games in overseas markets." ”

Source: Voice of China, Central Radio and Television Corporation

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