Real-name online games since August began to implement several happy several worries

Source: Internet
Author: User
Keywords Online games several
June 22, the Ministry of Culture officially released the "online game management interim measures", and the official implementation on August 1. This bill amounts to six chapters 39, to the network game content, the management mode, the operation qualification, the market main body, the management pattern and the legal responsibility has made the system stipulation. The main content includes "the network game user must use the valid ID card to carry on the real name registration", "must not be set without the consent of the users of the network game", "and" should not be random sampling and other accidental means, to induce network game users to take into the legal currency or online game virtual currency to obtain network game products and services "and so on  has aroused wide concern in the community. Real-Name System for the first time in recent years, online games have developed rapidly, the number of users has grown exponentially. However, the network game in the game to provide rich entertainment, but also bring a lot of negative effects.  The online game fictitious transaction market pilfer number behavior is frequent, more and more minors indulge in the phenomenon such as the network game, causes the network game profession to face the serious trust crisis. In this context, after the anti-addiction system, the regulator again for the network game launched the "Network game management interim measures." Among them, the first "network game users must use a valid ID card to register the real name," put on the bill.  The move is seen as an effective means of standardizing online gaming markets and preventing minors from indulging in online gaming. However, asked whether the scheme can effectively curb the current large number of minors addicted to the phenomenon of online games, a person engaged in the online gaming industry for many years to reporters said: "To achieve through the online game real-name system for minors still face many difficulties." Because the player registers the network game identity, the monitoring system simply checks the name of the registrant and the ID card number, and does not know whether the registrant and the identity card owner are the same person. In addition, the current online spread of "identity card number Generator" and some other software, minors through other means of registration of online games may still exist. In addition, the online game implementation of the real-name system, the game's privacy security is also a problem to be concerned about. "The person further said," If the user identity information database installed in the game server, no one can guarantee that the identity information is not disclosed, and when the game's privacy leaked out, there is no legislation to determine who is responsible for this responsibility. [Page] online game companies react differently in addition, another noteworthy aspect of the "approach" is "no forced war without the consent of the online game user".  The main reason why most gamers are interested in online games is that they can experience the game life in the virtual world. A number of online game players said, "the most attractive online games is the virtual world of the river experience." War is also part of the game, we spend in the game of financial resources, energy only in wartime can be reflected. If you can't force a game, it's not fun.。 "At the same time, because of the player's battle is also the network game Operation Company attracts the player to invest the time and the money main means." An unnamed medium-scale network game company head to reporters, said, "without the consent of other players can not be forced to fight, means that in the game only allow similar to the afternoon, in advance about the siege, help war and so on." This will greatly reduce the level of stimulation of the game, which may lead to a reduction in the amount of financial input, but also affect the number of players in our company game. Not only is our company's game, similar to the "Journey", "2" and so on these classic game games in the file after the introduction of the document, will also face a small challenge. "But, for some large online game operators, the impact is not very large, or even a good thing." "The owner continued," For example, "World of Warcraft", as it opened the PvE and PvP two server models, in the cancellation of mandatory wartime, players can continue to play in the PvE server. In addition, for some time billing model of the online business, the impact is not very large. Because it itself to the mandatory war has a high limit, such as NetEase's "Dream West Tour" and other games. "The introduction of this document, in the short term may be similar to our online gaming companies will have an impact." But in the long run, the online gaming industry will still play a positive role in standardizing.  The official also told reporters. Profit model or will change at present, most of the mainstream profit model of online game companies are mainly as follows: 1. Time charge mode; 2. The charging mode of the props; 3. Advertising implantation Mode 4. Through the "Open box", "then pull" and other game methods to gain profits.  However, in this document "should not be random sampling and other accidental means to induce online game users to take into the legal currency or online game virtual currency to access the network game products and services," the introduction of the relevant provisions or will change the traditional network game operators profit model. Previously interviewed by reporters, the head of the online games company said: "Because this document limited by random sampling and other casual ways and players to deal with the way, on our company has a very small impact on income." In the future we may be more focused on the cooperation with other industries to expand revenue, such as the other industries in the packaging of products to our games, if the player can be in the virtual game world to collect the product's props, we can exchange for the kind of company. "On this issue, China Research Bofeng Consulting Co., Ltd. Xiang that" the future of network game operators are likely to adopt electronic channels for physical sales of the profit model. Players in the game to spend every penny is to buy in kind, but at the same time can give players in the game of virtual income, to virtual value-added to pull the real domestic demand, to achieve the cooperation side of the win. "(Edit Zhang Xing)
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