Morning paper photo Morning reporter Wu Lei scene picture mapping Xiazengjin
Morning News reporter Xu Ying intern Zhang Huay
Yesterday, the tenth session of ChinaJoy (China International Digital Interactive Entertainment exhibition) ushered in the weekend crowd peak. In addition to the young people who still dominate the mainstream, commuters are joining the game show during the weekend.
10 o'clock in the morning, the reporter saw the queue at the door of the ticket waiting for hundreds of meters. In the pavilion, whether it is a showgirl performance, or game interactive exhibition area, or even the video broadcast of the hall is full of people, the temporary museum walking becomes very difficult. And in the first two days on the popularity of the Grand Pavilion, "Planetary Marginal 2" museum is surrounded by the early siege, the team winding several laps.
This is a big party for game shops and players. At such a grand event, what do online fans think about the current online game?
"The game mode is single, play five minutes must have the strange appearance", "The harm young people do not work, every day only wants to play the game", in the online game industry vigorous development present, faces the society to the net swims product question, the network games developer how to treat? The morning News reporter conducted an on-the-spot investigation yesterday.
Player posts
Key words: Indulge
Games are popular with young people, but once indulged in them, it is very harmful to the growth of young people. The reporter found an interesting phenomenon in the survey: when asked to indulge or not, the players are mostly negative.
"The real addiction to the game is to achieve sleep and neglect, such as the original" legend "caused by madness. "Tong theory. Just 17 years old, keen to play foreign games, Zhao students also said: "If you want to say indulge, the minimum of six or seven hours a day to achieve." ”
To determine whether the player is addicted to the game, in addition to playing time, the cost of the game is also a standard. An interview found that most players will choose the free class game, but if the game is worth playing, will also consider the cost of a certain amount. In this regard, students seem to be more "generous" than wage earners, "I play the game every day about 4 hours, one months will probably spend 100 yuan." Zhao Tongxu said. And a few of the players who have already worked have less than 50 dollars per month of game spending.
Key words: Otaku
Most "otaku" "curtilage women" are senior gamers, but in the reporters interviewed the players, and did not call themselves otaku, and generally think "home" and "game" is not a direct corresponding relationship.
"Although I play the game five or six hours a day, I still go out, so it's not an otaku," he said. Liu said. And just graduated from college every day will spend 3 hours in the game, Mr. Yan also said: "Otaku should be the kind of indoors." Play the game can not be regarded as otaku. ”
Key words: Violence
Although the virtual world of the game is magnificent, many of the games involved in the violent factors also aroused social concern. In this regard, the player Tengxiao said that this point varies from person to person, "This depends on age, young people may be less self-control, the impact will be a little bit more, so many games or to limit age." Mr. Chen also said that for young people, especially minors play games or to have a certain limit, "now online games commonly used in identity card authentication and anti-addiction mode is more useful."
However, teenagers generally say that playing games is not harmful to them, "playing games is because sometimes more boring, and the game of violence is only a manifestation." Leaving the game, the effect disappears. "Tong theory.
Key words: Domestic game
Although in recent years the domestic game development is swift and violent, but the reporter spot investigation found the game player to favor the foreign game more. "I play games every day about two or three hours, mostly playing foreign game games." Foreign games in the screen sense, operating performance, including fairness than the domestic game won many. Mr. Chen, who works in personnel management, told reporters, "but the most important thing is the difference in innovation." Chinese game plagiarism is serious, the content of real innovation is very small. Also has entered the job, but love the game Miss Teng expressed the same worry, "I play the game of choice Korea, and then Europe and the United States, the last domestic." China's most representative martial arts games are mostly the same, the exhibition does see the Chinese game in innovation, but need to further improve.
Online Games developer Articles
Should not rely on violent pornography to attract users
Wang Lijun, vice president of the Travel Network
Faced with the problem of limiting ratings, Wang Lijun said: "Today's Network game addiction prevention system has been gradually implemented and improved." But in her eyes more important is the enterprise self-discipline, should not rely on the promotion of violent pornography to attract users, should not rely on the way to avoid the edge of the law to circumvent the legal policy, resulting in young people addicted to online games. In addition, "more suitable for the youth puzzle game research and development, but also the protection of young players a major means."
Domestic games lack of world-class masterpiece has been criticized by many players, Wang Lijun admits: "Doctrine" is a major feature of the early development of Chinese online games industry, but fortunately, this gap is shrinking day by day. "She believes that in solving this problem, building strong, interactive very effective gaming social system, the pursuit of detail and excellence, with a strong sense of quality are essential," strive to become the world's standard creator and in the product transmission and output of a long load of Chinese civilization is all the enterprises need to assume responsibility, As the promotion of Chinese culture, "chivalrous" Culture of "heroes biography", with the game as the backing, so that players all over the world can experience the Huaxia civilization.
The domestic net swims faces the innovation topic
Grand Game PR Director Liu Hong
In Liu Hong's view, the restriction of grading, protection of young people is the state Express, but also enterprises have been resolutely implemented. Whether the real name registration system does not have the required age to participate in the game, or more than a certain continuous game time players will be forced off the line or half experience, are the national policy of addiction prevention system practice. She believes that social public opinion also play a role, the all-round care of young people is the real solution.
Liu Hong that innovation is placed in the domestic game enterprises in front of a serious problem, "before there is a series of Three Kingdoms, everyone applauded, unexpectedly immediately appeared in 100 of similar Three Kingdoms."
So how to solve it? Mining new ideas of the development team, the large game micro-end into web games and mobile games are indispensable important means. Liu Hong revealed that Shanda has been committed to innovation issues, such as "10 acquisition of a South Korean online gaming enterprises, and then developed the" Valley of the Dragon "This is not only the focus of fighting game.