Content of online game Anti-addiction System Development Standard (Trial)

Source: Internet
Author: User
To effectively solve the problem that minors are addicted to online games, the General Administration of Press and Publication recently published the "Anti-addiction System Development Standard (Trial)". The standard content is as follows:

 

1. Determine healthy game time standards

1. Define the game time that the user has accumulated for less than three hours as "healthy.

2. Define the two hours that the user continues after accumulating the game for three hours as the "fatigue" game time.

3. define that the cumulative game time for users exceeds 5 hours as "unhealthy.

2. Promote healthy gaming habits for users

1. To enable users to develop healthy game habits so that users can enjoy the fun, active thinking, and smart brain of the game, they must restrict and guide the game time.

Users pay the most attention to the benefits of the game, which is also the reason why users are addicted to the game for a long time. If the user cannot continue to make profits, it will not continue online. Therefore, the longer the online time exceeds the healthy time, the less the benefit, until it is zero.

2. How to restrict and guide the game's time interval and benefits in order to ensure proper use and adequate rest time for users:

(1) Based on the above considerations, the game returns for different cumulative online times are handled as follows: if the cumulative online time is less than 3 hours, the game returns are normal; within 3-5 hours, the returns are reduced to 50% of the normal value; 5 hours or more, and the income is reduced to 0.

(2) because different games have different categories, for online games that currently play roles, especially those that will be used as pilots, it is recommended to define "game benefits = experience gained in the Game + virtual items obtained ". If the benefit is 50%, the experience value is halved and the virtual item is halved. If the benefit is 0, virtual items cannot be obtained because of the inability to gain experience.

3. Because the user's online/offline behaviors are complicated, the following situations may occur. Therefore, the implementation of the time limit and prompt is as follows:

(1) After a user is online, his/her online duration is calculated cumulatively, which is called "accumulative online time ".

(2) After a User goes offline, the offline time is calculated cumulatively, which is called "accumulative offline time ".

(3) If the cumulative online time of the user is less than 3 hours, the game returns normally. When the accumulated online time is over 1 hour, you should be reminded: "Your accumulated online time is over 1 hour ." When the accumulated online time is 3 hours, you should note: "You have accumulated online time for 3 hours. Please go offline and take a rest for proper physical activity ."

(4) If the cumulative online time exceeds 3 hours to enter the 4-5 hours, a warning should be issued at the beginning: "You have entered the fatigue game time, your game benefits will be reduced to 50% of the normal value. Please go offline and take a rest as soon as possible for proper physical activity." Thereafter, an alert should be issued every 30 minutes.

(5) If the cumulative online time exceeds 5 hours to enter 6th hours, a warning should be issued at the beginning: "You have entered the unhealthy game time. Please go offline and take a rest immediately. If you do not go offline, your health will be damaged and your benefits will be reduced to zero ." Thereafter, an alert should be issued every 15 minutes.

(6) If the user's accumulated offline rest time is 5 hours, the accumulated online time is cleared. If the user goes online again, the online time is accumulated again.

From: People's Network

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