South Korea through Cinderella morning after the youth online games will be forced to break the net

Source: Internet
Author: User
Keywords Broken nets online games teenagers early morning Cinderella
Seoul, dean of a psychiatric hospital in Jin Yu, said in an interview with South Korean media: "Children play the consequences of poisoning is very serious, the development of the order is generally: loss of learning interests → values and parents conflict → Addicted to the game → with parents conflict → (high school/High school) to parents violence, runaway, theft, There are so many cases. It can be said that more than 90% of adolescent problems are related to bad online games. "This newspaper in Seoul reporter Wang Gang recently, the amendment to the Youth Protection Act, which aims to limit late-night online games for teenagers, was passed in the South Korean parliament and is expected to begin formally in November this year, a move that has sparked large-scale discussions not only in South Korea but also in the media around the country. So why did the Korean government "hurt the killer"?  In the development of the online games industry and the protection of young people, the Korean government is hard but determined to find a balance point? Congress passed the Cinderella Act to ban late-night online games for teenagers April 29 afternoon, the South Korean parliament to limit the late-night Internet Game of Youth Protection Act (Amendment because at midnight 12 after the online forced network of minors, so commonly known as "Cinderella Law") for consideration. There are two motions before members: one is to prohibit young people under the age of 16 from playing online at midnight from 12 o'clock to 6 o'clock in the morning, and the other is the big National Party Congressman Shin Zhihao to raise the age to 19 years. Finally, after a heated debate, the Legislative Council of the Korean Parliament passed the 16-year-old amendment. Among the 210 members who voted, 117 voted against 63 and abstained by 30 votes.  The amendments proposed by Shin Zhihao were negatived. As a rule, the amendments will be formally implemented 6 months after the adoption (i.e. this November), and the specific evaluation methods and implementation procedures will be refined in the subsequent amendments to the Game Industry Revitalization Act.  In the future, the relevant South Korean online gaming enterprises are obligated to young people under the age of 16 years between 12 o'clock in the morning to 6 in the morning to break the net, violators will be sentenced to two years of imprisonment and more than 10 million won fines. According to South Korean media reports, Shin Zhihao's amendment has been unanimously opposed by some civic groups, youth groups and cultural groups. The Korean Game Industry Association issued a statement April 27, said that the game industry practitioners agree to the late-night online games for teenagers to take the necessary restrictions, but not to protect the name of the young people in the Korean game industry and restrict the development of the relevant small and medium-sized enterprises. On the same day, Korean cultural band (Editor's note: The Korean folk Culture organization held a joint seminar with some youth groups and published "10 Reasons to oppose the late-night network break", including "the bill did not have a public hearing, and did not seek the views of the youth and therefore cannot support" and so on,  and sent the relevant mail to all members of Congress. After the bill was passed, Korean gaming operators reacted fiercely, even saying they were prepared to sue the amendment unconstitutional. In 1993, the Korean Constitutional Court ruled thatLaws banning the entry of young people under the age of 18 into the billiard courts are unconstitutional, so the relevant Korean social groups are prepared to raise similar objections.  According to the survey data released by the cultural Union, 86% of teens said that even if the bill passed, they would risk using other people's IDs to play online games at the time they wanted. But according to South Korean media reports, the South Korean political sector to the passage of the amendment is mostly welcomed, that is because the online games companies in the Elimination of youth network "poisoning" did not do enough to lead to the amendment.  South Korea daily 29th comments that the network of youth "poisoning" problem has become a serious problem in South Korea's society, the comments called on South Korean Games enterprises to take up social responsibility, and the Korean Government should also improve the relevant measures. Addicted to the game of the tragedy of the tragic even exposure to the Korean government of South Korea so why will "hurt the killer"? The reason is very simple, this with the Korean media in recent years, the continuous exposure of a number of human relations tragedy closely related. November 16, 2010, Busan, South Korea has been a high school students addicted to internet games by the mother scolded, rage killed the mother's human relations tragedy, the whole South Korean society as a shock. According to a South Korean police investigation, Li's father because of long-term business trip out of the family, and Li's mother because of opening a photo studio to maintain home also have no time to take care of children. Li MoU from primary School 5 to indulge in the network game, especially likes the violent game, this often delays the study, usually plays the game to the early morning two or three clock is the potluck, for this reason Li MoU and mother often quarrel.  Although Li MoU once accepted 3 times social group's network game "withdrawal addiction" psychological consultation, but has not had the effect. November 15 around 11 o'clock in the evening, Li MoU with his mother again violent quarrel, rage strangled his mother, then because of fear and remorse in their own balcony gas pipe hanged himself. Subsequently, the police found a suicide note on the desk of Lee, wrote: "Mom because I play games scold me, I did unforgivable things, sorry." "Earlier in September 2009, there was a tragedy in South Korea that the parents ' addiction to the game eventually led to their starving children," he said. According to a survey conducted by the police of the capital Road, a pair of gold-surnamed couples who have been trapped in online games for a long time have often delayed breastfeeding their babies, leading to the death of malnutrition in the 3-month-old.  Police then brought the couple to justice. Game "poisoning" has not been a rare online games "detoxification" imminent according to the South Korean Youth Counseling Institute last year's survey results, the country currently has 29.3% of students have games "poisoning" symptoms, of which male students are particularly obvious, the game "poisoning" ratio of up to 39.9%. The survey selected 1564 primary, middle and high school students as the object of investigation, so the result is quite representative. Experts pointed out that once the students play "poisoned", the language function of people will be affected, and the emergence of violence, attacks, sexual impulses and many other abuses, the most serious side effect is to reverse the real life and game fantasy world. According to the investigation, if the students play a number of consecutiveAn hour of the game, the brain nerves will be in a high state of excitement, and loss of reality. In April or May 2010, the Korean Women's Family Welfare Department conducted a survey of some South Korean primary school grades 4 and 1 grade students, and the results showed that "high-risk game poisoning" was 11,181 (Grade 4) and 9,014 (junior Grade 1). The so-called "high-risk game poisoning", refers to playing 4 hours a day (pupil 3 hours) above the game, bad interpersonal relationship, psychological anxiety, daily sleep less than 5 hours, a certain period of time do not touch the game body adverse reactions of adults or children. Seoul, a psychiatric hospital Dean Jin Yu Show in the South Korean media interview said: "Children play the consequences of poisoning is very serious, the development of the order is generally: loss of learning interests → values and parents conflict → Addicted to the game → with parents conflict → (high school/High school) to parents violence, runaway, theft, There are so many cases. It can be said that more than 90% of adolescent problems are related to bad online games. "Not only children, 30-year-old adult online games" poisoning "are not a few. According to South Korea's central Daily reported last year, the 34-Year-old gold from 5 years ago began to indulge in online games, the basic is a day after work into the Internet café to play games, often overnight. Master of Civil Engineering, although he works well, and has been married, but because of the game "poisoning" reasons, eventually unable to adapt to work and resign to the company. But even so, Kim still did not accept the lesson, continue to indulge in online games, finally received the wife's divorce notice, only to the social institutions to treat internet addiction counseling and treatment. Kim said: "I hope to become a good husband and honest professional person, but the reality is too helpless, I can do only the game." According to the South Korean administration of security, released last April, "2009 South Korean Internet Addiction real-state survey" shows: 2009 in South Korea 9 to 39 years old netizens, there are more than 1.91 million internet addiction, accounting for the total number of users 8.5%. This figure is slightly lower than in 2008, but the more than 30-year-old Internet users have not reduced the increase, reaching 402,000. Some experts believe that the promotion of smart phones to a certain extent pushed up the number of internet addiction.  A 45-year-old Korean man told a South Korean media interview the original wife has never been in touch with the game, but after buying a smartphone, addicted to online games on the phone, often play late at night, not only for family affairs indifferent, and children's communication time also greatly reduced.  The game industry benefits a lot of South Korean government dilemma now, network "poisoning" has become a widespread concern in Korea's social issues, but there is no denying that the game industry not only led the development of South Korea's economy, but also become the Korean flow of culture to spread the important carrier, so this also let the Korean government in the control of online games in a dilemma. According to the Korean Ministry of Culture and Sports tourism published in the "2010 Korea games industry White paper" shows: 2009 Korea game industry scale than 2008Rose 17%, reaching 6.58 trillion won (about 6 billion dollars). The Korean network game market size of 3.7087 trillion won, accounting for the entire game industry output value of 56.4%. In addition, Internet cafes, video games and mobile communication games accounted for 29.4%, 8% and 4% respectively. South Korea's game exports continued to grow at double-digit rates in 2009, up 13.6% from 2008, to $1.2485 billion, with China (34.9%), Japan (26.5%) and the United States (12.3%) being the main exporters.  The white paper also predicts that Korean game sales will reach an unprecedented level in 2012, possibly breaking 10 trillion won (about 9 billion dollars). At the end of 2009, the Korean Ministry of Sports and Cultural tourism submitted to the South Korean president the 2010 Business Plan report, in order to set off a second wave of South Korean flow in Asia, it is necessary to output more than 100 million U.S. dollars of 7 projects (including Korean drama "Winter Sonata", online Games "paradise", etc.) to increase to 30 (as of 2013),  The net swims also is an important constituent. Up to now, a total of more than 43,000 people engaged in the online gaming industry, and thus spawned a group of super-rich. Take South Korea's largest game enterprise NCsoft as an example, the company President Jinze in the 80 's founded the company, and developed Korea's own instrument processing system "Hangul", dug the market's first bucket of gold. Subsequently Jinze in 1997 founded the online gaming enterprise, after more than 10 years of development, NCsoft company has developed into annual sales of 634.7 billion won (about 580 million U.S. dollars), the annual profit of more than 233.8 billion yuan (210 million U.S. dollars) of large enterprises.  According to Yonhap's March 17 report, after the earthquake in Japan, NCsoft's branch in Japan said publicly that it would donate 1 months ' income to the quake-stricken area, totaling more than 7 billion won, at that time for Korean companies to donate the most to the earthquake. South Korea's government wants to regulate young people's online games by law at present, the mainstream view of South Korea, the network game to the game industry has brought great benefits, but also brought a huge side effects, game industries should assume the responsibility of society, play an active role. South Korean female family chief Bai Xiying in November last year, the middle school students because of indulge in the tragedy of killing their mother, said publicly: "This incident is extremely showing the youth because of the network game" poisoning "and the social risk. As the minister responsible for youth policy, I am acutely aware of the seriousness of the problem.  She says the women's family will step up the pace, revise adolescent protection laws and limit late-night online gaming services targeted at teenagers to avoid such tragedies. As early as last April, the Ministry of Cultural and Sports tourism in order to prevent Internet game addiction, released a plan to limit the time of the late night games, "prevention and elimination of game addiction countermeasures." This strategy is mainly for the domestic game industry accounted for more than 80% online games, including the introductionPreventive technical measures limit the time of online games, strengthen the identity authentication of the login (prevent embezzlement of others ID card number), develop effective game guidance and management system, etc. As one of the measures, the South Korean sports and Cultural Tourism department decided to enforce the "fatigue system" of the relevant enterprises. The so-called "fatigue system", is a built-in game program in the system, when playing the game more than a certain amount of time after the speed of the game will automatically slow to prevent netizens long time to play the phenomenon of the game.  This system will be installed in South Korea's 19 main online games this year, and the 19 games occupy 79% of South Korea's market share. In addition, the Korean Ministry of Cultural and Sports Tourism and the Ministry of Women's family also reached an agreement to actively promote restrictions on young people's late-night online games.  In December 2010, the two departments agreed on a "net" age to limit the use of Internet games by young people at night, stipulating that young people under 16 years of age are prohibited from playing online games from 0 o'clock to 6 o'clock, and will jointly propose amendments to the Games Act and the Juvenile Protection Act. According to the Yonhap News report of February 22, the South Korean sports and Cultural Tourism Ministry and the Women's family in the law on the issue of the disagreement, the main problem is that the two departments in the "Network game" of the definition of differences. The female family believes that mobile games and home games should also be included in the range of online games, but the Department of Sports and Cultural tourism believes that the scope of online games is limited to computer games. The Ministry of Sports Culture and Tourism believes that if the law is too strict, such as the provision of online games after 12 o'clock after the sale of game-related products is illegal, this will not only violate the current part of the Korean law, but also the whole game industry will bring blows, negative impact.
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