Experts' suggestions on online games changing online games during epidemic period

  Improving the efficiency of online courses and scrutinizing user identity

  □ Reporter Zhang Wei

  As an emergency measure during epidemic prevention and control, online education is being carried out on a large scale in my country.

  However, in the educational practice that meant "no classes, no school", some children "people are online, and their hearts are online games", that is, online courses are in the foreground and games are running in the background, and some people recharge privately and receive huge rewards. Disputes and even extreme events.

  A set of data from Beijing Sunshine Consumer Big Data Research Institute is enough to explain the problem: from January 1 to May 26, 2020, a total of 2072233 pieces of public opinion information about online courses, online games and online rewards were monitored. Among them, 1043735 pieces of online public opinion information, accounting for 50.37%; 791746 pieces of online public opinion information, accounting for 38.21%; 236752 pieces of online public opinion information, accounting for 11.42%.

  It is worth noting that online games have the highest proportion of negative public opinion, accounting for 53.49%; followed by online rewards for public opinion information, negative public opinion accounts for 40.69%; online course negative public opinion accounts for 33.75%, which is also not low.

  "This shows that during the epidemic prevention and control period, online lessons, online games and online rewards and other negative public opinion are generally more, of which the online game consumption problem is the most prominent." The relevant person in charge of Beijing Sunshine Consumer Big Data Research Institute said.

  Nine-year-old girl surrendered

  Most disputes over online game refunds

  Not long ago, a nine-year-old girl came to "surrender surrender" at the Wudang Road Police Station of Maojian Branch, Shiyan Public Security Bureau, Hubei.

  It turned out that this little girl, who was still in the second grade of elementary school, used the time of online classes recently to secretly play mobile games and quietly recharged more than 100 yuan. After being discovered by the parents, the little girl admitted the mistake and said that she would not commit it again. But within a few days, the little girl’s father discovered that his WeChat wallet was 30 yuan less. In order to let the children remember the lesson, the father asked the little girl to surrender herself.

  Playing online games while playing online games is not an exception. Ms. Chen of Nantong, Jiangsu had a dispute with a certain platform for refund due to the child's behavior. The children in the seventh grade transferred more than 30,000 yuan to a live broadcast platform for the purchase of game equipment and rewards. Since this time, the child has used her mobile phone for online lessons, but took the opportunity to spend on the live broadcast platform.

  According to the statistics of the Beijing Sunshine Consumer Big Data Research Institute, among the 423,487 negative online game information, the most refund disputes were 163,448, accounting for 38.6%; followed by addicted games 97218, accounting for 22.96%; title deduction 76731 Articles, accounting for 18.12%; 35,712 articles involving induced recharge, accounting for 8.43%; 26,353 fraud traps, accounting for 6.22%; 24025 other information, accounting for 5.67%.

  According to public opinion monitoring data, adult online game disputes are mainly concentrated in the title deduction and misleading deception, the content is mostly complaint information; minor online game disputes are mainly concentrated on addiction to games and induced recharge, and media reports are mostly content .

  "Whether it is the issue of title deduction and misleading deception, or the problem of indulging in games and induced recharge, in the end, it generally involves the issue of refunds, so in the negative online game public opinion, the information about the disputes about refunds is also the most." Beijing Sunshine Consumer Big Data Research Institute The person in charge said.

  In addition to online games, online rewards are also the hardest hit by negative public opinion. According to the statistics of Beijing Sunshine Consumer Big Data Research Institute, from January 1 to May 26, 2020, a total of 236,752 pieces of public opinion information on online rewards were monitored. Among them, 18443 positive messages, accounting for 7.79%; 121985 neutral messages, accounting for 51.52%; 96324 negative messages, accounting for 40.69%.

  It can be seen that the problem of online rewards is mainly induced rewards, which exceeds half of the total negative public opinion of online rewards. The second is impulse rewards, vulgar content, fraud traps, and refund disputes.

 Intentionally induced recharge

  Regulatory lack of effective response

  Whether it is online games or online rewards, its negative impact on minors urgently needs attention.

  Indulging in online games is never just a problem for kids, but also for adults. However, Chen Yinjiang, deputy secretary-general of the China Consumer Protection Law Research Association, believes that "the issue of online games for minors should indeed attract enough attention from society."

  Chen Yinjiang analyzed that minors are weak in self-discipline. Whether it is school coursework or out-of-school education and training classes, network electronic equipment is generally used. In addition, some online game companies only focus on pursuing economic benefits and ignore Some of their own social responsibilities have even deliberately induced minors to recharge, leaving minors indulging in online games.

  In recent years, the rapid development of webcasting has gradually become the new favorite of minors. According to data from China Internet Network Information Center, as of March 2020, the number of live broadcast users reached 560 million, that is, 40% of my country's people and 62% of Internet users are live broadcast users. In addition to previous live concerts, live shows, games, and sports, there are more and more live broadcasts of daily life such as learning, consumption, and pan-entertainment.

  Chen Yinjiang said that in practice, most live broadcast software has a reward function, and users can purchase gifts provided by the platform by binding WeChat or Alipay, and give them to the live broadcaster. Some live broadcast platforms even require users to purchase virtual currency in order to watch the live broadcast. Many netizens spend a lot of money for their favorite anchors. Some underage students secretly spend tens of thousands of yuan to reward their favorite anchors while their parents are not paying attention, and some government officials illegally embezzle millions of public funds to reward the anchor and other news.

  However, at present, the supervision of live webcast mainly focuses on the review and governance of live broadcast content, such as investigating and prosecuting the content of wrong value orientation, vulgar obscene pornography, feudal superstition and other content in the process of live webcasting. In terms of rewards, there is still a lack of effective guidance and standardized response. Although some live broadcast platforms stipulate in the "Recharge Agreement", users who are 18 years old or 16 years old and rely on their labor income as the main source of living can only reward, but in actual operation, users only need to bind mobile The payment method can be used to recharge and reward, without the need for real-name authentication and identity verification.

 Prevent students from indulging in the Internet

  Plug the loophole from the root cause

  In fact, regarding the problem that online classes may make minors addicted to the Internet, the Ministry of Education has noticed in the deployment of online education.

  "Primary and middle school students are addicted to the Internet, which has a very adverse impact on the physical and mental growth of students. The Ministry of Education has always attached great importance to it. In the past two years, it has issued a notice specifically to guide local governments to prevent students from being addicted to the Internet." Chang Luyugang said that this time during the prevention and control of the epidemic, when deploying the work of "suspending classes and not stopping schools", he also attached great importance to this issue and made corresponding arrangements to guide localities to actively do related work.

  For example, guide localities to require students to reasonably arrange online learning time, require local education departments and schools, and teachers to guide students to reasonably determine online learning time based on the characteristics of students of different ages, coordinate the use of learning resources in various subjects, and avoid student online learning time Too long, affecting physical and mental health.

  Another example is to play the role of home and school synergy. The Ministry of Education specially organized experts from the Primary and Secondary School Mental Health Education Steering Committee to formulate two recommendations: one is for students to study and live at home, and the other is for parents to guide their children to study and live at home. It is recommended that elementary and middle school students control the use time of electronic products to be reasonable and proper. Under the guidance of parents, determine the time period and duration of daily use of mobile phones and Internet with parents.

  Chen Yinjiang believes that the loopholes in which minors indulge in games and irrational rewards should be blocked from the roots. The guidance issued by the Supreme People’s Court recently stipulates that persons with limited capacity for civil conduct who participate in online games or live rewards without the consent of their guardians shall pay money that is incompatible with their age and intelligence.

  "This has taken a positive step in protecting the legitimate rights and interests of minors, but in the long run, we still have to find ways to improve the efficiency of online courses, by strictly reviewing user identities, controlling the length of logins, and restricting minors to reward. To solve the problem of minors indulging in online games and blind rewards from the root cause." Chen Yinjiang said.

  Chen Yinjiang also suggested that the power of social co-governance should be used to create a healthy and honest network environment. Various new economic formats are emerging one after another, and various consumer disputes continue to increase. The problems of online courses, online games and online rewards are very complicated and involve many aspects such as network, education and games. "It is obviously unrealistic to rely on which regulatory authority alone will dominate the world. Only by taking full advantage of the regulatory authorities of various industries and forming an effective regulatory force can we protect both consumer rights and promote the development of new e-commerce industries."

  It is worth noting that while online games cause harm to minors' physical and mental health, habit development and academics, they will also bring thought inspiration and a happy experience. Chen Yinjiang believes that all game companies cannot be shut down "one size fits all", but that online game companies should be regulated and urged to actively assume social responsibilities, operate in good faith and abide by the law, and actively take effective measures such as game grading, real-name authentication, and face recognition authentication to limit minors. People's recharge amount and login time, especially don't promote online games under the guise of free education, at the same time try to simplify the refund process, and protect the legal rights and interests of minors according to law.