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【Attention】Have you ever seen these online games "riot operations"?

Online game companies day and night out to serve minors", "use other game versions to operate the 'eponymous' game"...

Have you encountered these online game "riot operations"?

【Attention】Have you ever seen these online games "riot operations"?

On August 30, 2021, the Notice on Further Strict Management and Effective prevention of minors' addiction to online games issued by the State Press and Publication Administration has been implemented for more than half a year.

The Notice requires all online gaming enterprises to 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.

Recently, some media found in the investigation that some games still do not require real-name authentication, and can be played when opened, not to mention the time limit.

Some websites even specifically collect "online games do not require real-name authentication collection" and "game navigation without real-name authentication". The reporter noted that some online games, mainstream application stores have not included and distributed them, but these games can still be downloaded to the mobile phone by scanning the two-dimensional code on the PC page, and the security is worrying.

Of course, from the overall level of the industry, mainstream game manufacturers are also quite careful in anti-addiction.

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.

At the same time, Tencent's data on the flow and duration of minors' games in the fourth quarter of 2021 showed that the proportion of domestic minors' game time fell to 0.9%, and the total length of time fell by 88% year-on-year.

What is the overall situation of the game anti-addiction?

Why did the above-mentioned chaos in the media investigation occur and how to prevent it?

What is the future of the gaming industry?

In response to the above three questions, Wang Yiqun, a reporter from the Voice of China of the Central Radio and Television Corporation, had an exchange with Shule, and poor Dao thought:

【Attention】Have you ever seen these online games "riot operations"?

1) From the perspective of the overall anti-addiction effect, the anti-addiction policy has been continuously improved in more than ten years, and the overall effect is good.

In particular, the game industry itself 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 models, which basically achieve good implementation in anti-addiction.

Of course, there is still chaos, but the game manufacturers and underage players who try to get around have indeed become less and less.

2) The chaos of media interviews does exist, mainly concentrated in the field of stand-alone games.

Anti-addiction requirements, in fact, mainly stay on the network of mobile games and terminal games, for stand-alone games, console games and other types of anti-addiction problems do not give clear requirements.

Of course, there are also objective reasons why such games do not need to be connected to the Internet when playing, and it is difficult to perform technically.

To do a good job in improving anti-addiction, regulatory authorities and game companies are bound to further improve the types of games covered by anti-addiction.

But more importantly, the family, as the most intimate guardian of minors, whether the guidance of parents and the regulation of children's play time are in place is a direct reason why loopholes can achieve results.

【Attention】Have you ever seen these online games "riot operations"?

3) Boutique games are the strongest moat, and only boutiques can cross the sea.

The rapid development of the game industry from before the 2010s to a decade of continuous growth slowdown means that the domestic game industry has entered the ceiling in the domestic market.

The current mainstream choice is to create high-quality games and expand the market through games.

Here, high-quality games are the key, that is, game products with Chinese cultural imprints are gradually gaining favor in mainstream game markets such as Europe and the United States, and their degree of quality, especially the degree of cultural integration, will become a moat for domestic games in overseas markets.

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