There are many controversies in online games

Source: Internet
Author: User

NetEase recently in the "World of Warcraft" Chinese official website issued a notice, suspended "World of Warcraft" new user registration. The announcement also disclosed that NetEase will in the near future press and publication administration to publish the World of Warcraft (Burning expedition) online game publication application.

"This time NetEase's announcement just said suspends the new user registration, does not affect our old player." "Player Jiang Yuchen told reporters that since the" World of Warcraft "replaced the operator, he will often pay attention to the news about the game," after all, has played four or five years of the game, emotionally still difficult to give up. " ”

From the controversy about World of Warcraft

2009, "World of Warcraft" replacement operators, attracted the attention of the players and the industry. At the annual meeting of the Chinese gaming industry held in January this year, officials of the Press and publication administration also said that the online operation of online games would be centrally cleared for the game products running on the line.

At the same time, due to the dissatisfaction of the "World of Warcraft" agent Shanghai Network of Easy to violate the online charges to the loss of players, has been Beijing's "Warcraft" players formally hired lawyers to sue the network, the latter to bear the return of property, compensation for losses and other civil liabilities. And before, in Sina, Tianya, Baidu and other gaming communities, there have been many "Warcraft" players to launch the request of the net easy return point card fee rights action. Nearly 100,000 players in all major communities have supported the campaign by thread, responding to millions of players.

As consumers, the interests of online players should be protected. Deng Lili, director of the animation and Game Research Center of Beijing University Cultural Industry Institute, believes that online gaming is actually a service-oriented product, and that the quality of service is also an important part of product composition, and corresponding policies and regulations should include provisions and management of service modes, terms of service and quality of service. "The government is speeding up the management of online games to protect consumers ' interests through government management, judicial enforcement, corporate self-discipline and social supervision," she said. ”

Online games will take time to grade

In recent times, reports of online game grading standards have also been reported. At the seventh session of the Cultural Entrepreneurship Industry Forum, the relevant academic institutions issued the grading standard. It is reported that the grading standard will be divided into network games for all ages, more than 12 years old, 18 years and above three levels, will be on the network game script, background, soundtrack, visual effects and other aspects of assessment, not only limited to violence, pornography, vulgar language screening, but also including game time constraints, cultural values and geographical history construction. From the standpoint of protecting minors, the balance of content supervision and industrial development tends to be more stringent grading standards. The standard test of the online game "journey" is suitable for the 18-year-old level.

In fact, since 2002, some industry organizations in the country have published some non-mandatory grading standards. "The study itself is not complicated, mainly because of the high level's judgment on grading," Yong, deputy dean of the Beijing University's Cultural Industry Research Institute, said in an interview. Can first recommend sex grading, manufacturers voluntarily choose, the Ministry of Culture through the content review, to give us to do grading test. When the time is ripe, do a mandatory grading. ”

Game industry an insider to the reporter said, most of the online gaming enterprises or support online games, grading for the enterprise overall is more advantages than disadvantages, and the whole industry benefits. In January this year, Shanghai has begun experimenting with "age-appropriate Tips" projects, guide young children to choose suitable for the age of the network game, at the same time, Beijing also has more than 30 online gaming enterprises set up a "web game industry Norms Self-discipline Alliance", ready to the alliance under the local network game companies operating on the hundreds network game for content grading, And in the game to appear "age-appropriate tips."

Online games allow teenagers to become overly addicted to worry

"Playing online games is a way for US adults to release and relieve all kinds of stress, and there is no problem of addiction," he said. And for young people who don't have a strong self-control, I think it's really time to control their game. Jiang Yuchen to reporters.

Teenagers indulge in online games have also aroused the attention of politicians, in the local two sessions held this year, many representatives of the bills involved in the game. As the representative of Tianjin Municipal People's Congress, the Communist Youth league Tianjin Municipal party secretary Liu Daogang said that in 2009, the group Tianjin Municipal Committee of Social Sciences conducted a survey, detailed data show that at present, many of Tianjin's netizens are young people, and among them addicted to the network, suffering from "internet addiction" among the people, He suggested that the relevant people develop green online games, original text messages, fashion anime and so on, for young people to create richer health network game.

February 2, China Youth Internet Association released the "Chinese Youth Internet Addiction Report (2009)." The scientific nature of the term "internet addiction" has aroused controversy in the industry. The Ministry of Health issued the "Minors Health online guidance (draft)" pointed out that: in the near future, the public on minors "Internet addiction" problem to pay high attention. The discussion argues that the current definition of "Internet addiction" is not accurate and should not be used to define the damage to human health and social function caused by improper use of the network. Liu Yu, assistant director of the animation and Game Research Center at Peking University's Institute of Cultural Industry, said to reporters: "I have never Internet addiction ' has carried on the thorough research and the analysis, but I thought this is the human to the amusement the normal demand and the performance, any use excessive all is will have the negative influence to the work study life, this is one degree question, is not the addiction question. From ancient times to the present, any entertainment nature of behavior or products, may cause users to indulge in the phenomenon, such as: Red Mansions fans, fans, opera, chasing stars, playing mahjong and so on. Otherwise the phrase ' Wanwusangzhi ' will not be born. ”

Liu Yu thinks, the net swims lets the teenager indulge also with the net swims characteristic to be related, "the net swims is one kind needs the continuous investment time the entertainment product, its continuity causes the user's attention is not easy to be interrupted and disperses to other things." She also said that the attraction of online games is not as strong as people think, repetitive content is very easy to be annoying, once the player on the product produced aesthetic fatigue, after coming out of it is difficult to put into it. If a player prefers to keep doing the same thing over and over again but never wants to break away from it, it only means that there is nothing more interesting to him than the content around him. Online games is just a kind of entertainment, a life seasoning agent, the virtual digital world has never replaced the real world, the network game has not reached any realistic content can not exceed the degree and height.

In the report on Chinese Adolescent Addiction (2009), in response to adolescent netizens on how to prevent the addiction of online games, respondents mentioned more aspects of "reduce bad games, develop green Health Games" (17.6%), "Limit the Internet Time" (17.5%) and "strengthen the construction of addiction prevention system "(14.1%).

To guide young people correctly is a very important subject, Liu Yu that young people should be taught how to rationally allocate their time and energy, divert their attention to other things by channeling them, instead of blocking their access to the entertainment product directly by means of extreme methods such as confinement.

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