Spotlight

  What to guard against is "addiction" rather than "games"

  Bonan

  In recent days, video games have once again triggered a public controversy. Some people think that this is "spiritual opium", which has caused a large number of young people to indulge. Others say that the argument is groundless and worrying, and nothing can ruin a generation.

For a time, various opinions fought fiercely online.

  Are video games a scourge or a "ninth art"?

We must first have an objective understanding of its nature.

Since humans set foot in this world, it is an instinct to find fun, and all kinds of entertainment behaviors are born from this.

Video games are the product of the development of media technology to a certain stage, and are essentially the same as other entertainment media.

Just as we cannot deny books just because of the existence of vulgar novels, nor can we choose to block this medium because of the content of some games.

After all, people are the creators of video games. To a large extent, the value orientation of game producers determines the content quality of video games and profoundly affects the value background of video games.

  At present, because the development of electronic games is very complicated and costly, the production and distribution of electronic games are basically in the hands of commercial companies.

Under the impulse to maximize benefits, the design of many game content has begun to develop in the direction of discovering human weakness, increasing the length of the game, and constantly recharging consumption.

As a result, most games on the market are either full of fighting and killing, attracting players with simple and rude "sense"; or densely packed with consumer traps, using the virtual world to make people addicted; or incarnate as a social tool, attracted by group pressure More people become players...These designs are a test for adults with strong self-control, and an unstoppable temptation for young people who have not been involved in the world.

It can be said that many commercial companies have made addiction the primary pursuit of many game products for their own sake, causing a large number of minors to be caught in the game and unable to extricate themselves, causing complaints from parents, and bringing negative to personal, family and social development. Influence.

  To curb the profit-seeking impulse of commercial companies, strengthening supervision is the only way.

In recent years, in response to public opinion’s concerns about game addiction, relevant departments have made detailed regulations on the game industry in terms of version number approval, art design, name specification, and lottery probability, especially the implementation of the game company’s anti-addiction system. Continuous supervision was carried out.

In horizontal comparison, China's "combined punch" of the game industry's supervision is hard to say, from intensity to depth, but the rapid development of technology is destined to be impossible to supervise technology once and for all.

At present, the technical safety net represented by the anti-addiction system does still have a lot of loopholes to exploit.

This calls on relevant departments to continue to maintain a high-pressure situation, and urge game manufacturers to continue to “patch patches” to thoroughly build a “firewall” against addiction.

  No industry can gain long-term vitality from turbulent negative public opinion.

For the game industry, "addiction" is one of the most significant features of its negative externalities, and the continuous strengthening of supervision aimed at eliminating "addiction" is obviously conducive to achieving high-quality development of the industry.

In fact, it is precisely under the strong supervision in recent years that inferior games such as plagiarism have been greatly reduced in the market, and the competitiveness of my country's game industry has been greatly improved.

Domestically produced high-quality game products are becoming an important part of my country's cultural soft power.

Last year alone, the overseas market revenue of China's self-developed games exceeded 15 billion U.S. dollars. Some boutique games have become key national cultural export projects, and have been on the best-selling lists in Europe, America, Japan, South Korea and other regions.

In terms of story, artistry, and ideology, the Chinese game team is also constantly exploring. We look forward to more exciting works reflecting the Chinese spirit, Chinese power and Chinese culture to the world in the future.

  The game itself has no original sin. What we want to prevent is "addiction" rather than "games". What we hope is that the game industry can jump out of the traditional stereotypes and develop in a healthy and sustainable direction.

In this process, relevant departments need to effectively supervise the pros and cons, more players need to be able to grasp the yardstick between love and addiction, and the game industry itself needs to be aware of current affairs, look at the overall situation, and be responsible.

All parties work together to find a balance between the development and regulation of electronic games.

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