A number of authoritative organizations issued reports pointing out that the problem of game addiction among minors has been basically solved

Visit the original URL

“Game manufacturers make money from elementary school students” has become history.

Today, the problem of minors addicted to games, which was like a scourge in the past, has basically turned the page.

Recently, a number of authoritative organizations have released game industry reports. Last week, the Game Working Committee and Gamma Data, a well-known Chinese game data research institution, recently released the “2022 China Game Industry Minor Protection Progress Report” (hereinafter referred to as the “Report”), which shows that since the release of the new regulations, the total game time of minors Data such as sales volume and consumption flow have been greatly reduced. From the perspective of top products, the number of monthly active users has decreased significantly compared with the same period last year. On the 30th, CNNIC released the “National Research Report on Internet Usage of Minors in 2021”, showing that the Internet penetration rate of minors continues to increase, and the degree of Internet dependence has declined. The situation of excessive online use by minors has improved, and the average daily online time on weekdays and holidays has decreased compared with 2020. The subjective dependence of underage netizens on the Internet and the subjective feeling of parents that their children spend too much time online are on the decline. Under the effect of the new regulations, the problem of minors being addicted to games has been basically solved.

b20aac1b8fdc648bdb647673765a0a78

From the powerful improvement brought about by the release of the new regulations to the basic solution now, the Chinese game industry has taken solid steps in the online protection of minors. What is even more commendable is that parents and children have reached a further “reconciliation”, parents have more tolerance and understanding of their children’s game behavior, and many parents also agree with the anti-addiction work of game manufacturers – the survey shows that 86% of the interviewed parents are satisfied with the anti-addiction measures and effects.

Under the guidance of the new regulations, the game industry has finally climbed over the mountain

The development of the domestic game industry has always been accompanied by the public’s negative attitude towards games, and public opinion has long fallen into “disgusting about games”. However, it is also due to criticism and concerns from the outside world that anti-addiction regulations and measures have also been improving.

In August 2021, the most stringent new regulations to prevent addiction in history were released, with clear guidance on the time period for minors to play games and the upper limit of minor recharge amounts. Compared with other countries that mostly rely on self-discipline, China has become a global The game market with the most comprehensive and strict protection for minors.

0f734d49d46b5a996b35cb62248de050

At present, the anti-addiction system is all designed to pop up automatically. It not only refuses minors to log in during the non-playable period, but also forces them to go offline after the overtime game. A “anti-theft door”. Game companies are also gradually connecting to the real-name authentication system at the national level, and virtual “fake” ID numbers are turned away.

In order to ensure the anti-addiction effect, domestic game manufacturers such as Tencent, Netease, and Perfect took the lead in identifying underage players who falsely used adult accounts through cutting-edge technologies such as face recognition, which greatly reduced the risk of over-playing and over-consumption by minors. phenomenon occurs.

6c0847a4feb467bab5374facbfa266ef

Now that the new regulations have been issued for more than a year, the problem of addiction among minors in my country has achieved great results. The “Report” shows that in terms of game time, the proportion of minors who play games for less than 3 hours a week (including those who no longer play games) has increased to more than 75%, and more minors have been included in the prevention and control system. The addiction system is under supervision; in terms of consumption recharge, nearly 30% of minors’ game-related consumption has decreased. Overall, the consumption level of minors’ game user groups is at an extremely low level.

The “Report” pointed out that it was the issuance of new regulations and the implementation of enterprises that achieved this result, and the financial reports of listed game companies also proved this point.

Since the release of the new regulations last year, Tencent has kept the proportion of minors’ game time in the total game time in the local market below 1%. On November 16, Tencent’s financial report for the third quarter of 2022 showed that in July 2022, the game time of Tencent’s minors dropped by 92% year-on-year, accounting for only 0.7% of the total game time in the local market.

In the financial report of Netease Games last year, Ding Lei also clearly revealed that the current financial impact of minors on Netease Games is less than 1%.

China Mobile Games also took the initiative to increase the minimum payment limit for underage players from the basic requirement of 8 years old to 12 years old. The financial report shows that in the first half of 2022, the proportion of consumption by China Mobile Games underage users dropped to 0.0029%, compared with the same period last year. 0.026%, a drop of nearly 90%.

In addition, the proportion of underage registered users of Shengqu Games ’ self-operated platform has dropped from 0.9% in 2021 to 0.05% in the first half of 2022, and the proportion of recharges has also dropped from 0.009% to 0.0005%. The proportion is less than 1/100,000.

Make every effort to move towards high-quality development, and give full play to technological advantages to bring greater social value

In the past ten years or so, games have been stigmatized, and this criticism from the outside world is largely due to the outside world’s concern about minors’ dependence on games as a form of entertainment.

When the new regulations are implemented, the social problem of game addiction prevention has been effectively resolved, and game practitioners who have been criticized for a long time can finally breathe a sigh of relief. After all, such negative voices can be resolved to a large extent. In just one year, the problem of anti-addiction has been rapidly improved from a year ago to a new stage of “basic solution”. Behind the changing numbers are the efforts of countless game companies under the guidance of clear policies.

360071cd22e066e264709ac617942bc8

The “Report” conducted key case studies on major game manufacturers’ protection measures for minors. The “Report” mentioned that game manufacturers such as Tencent Games, Netease Games, Perfect World, and Sanqi Interactive Entertainment have improved the execution effect of the anti-addiction system through face recognition and other technical means. Among them, the average daily interception rate of Tencent Games’ face recognition can reach 82%. %. There are even game manufacturers who have taken the initiative to set many of their games as non-playable for minors. Among them, many mobile games such as “Super World” and “Expedition 2” under Glacier Networks are only allowed to be used by users over the age of 16.

Now, after the problem of anti-addiction is basically solved, the game industry can make full efforts to move towards high-quality development. In addition to bringing better game products, various manufacturers must also think about how to use their technological advantages to continue to radiate other fields. Bring greater social value.

This article comes from the WeChat public account “Elephant Frozen Garden” (ID: dx-dwy) , author: Author: Xiang Ye, 36 krypton is authorized to publish.

media reports

36Kr Sohu mustard pile
related events

This article is transferred from: https://readhub.cn/topic/8loHEhG5moL
This site is only for collection, and the copyright belongs to the original author.