Essay On The Dangers Of Addiction To Online Games

In study, work, and life, everyone must have come into contact with composition. According to the characteristics of propositional writing, composition can be divided into propositional composition and non-propositional composition. So how is a general composition written? The following is an essay on the dangers of online games that the editor has collected for you. I hope it will be helpful to you.

The dangers of online games essay 1

One Saturday afternoon, a classmate came to my house to play. He recommended to me a game he had played recently. He also said that the game was very fun and was called "Life and Death Sniper".

As soon as I heard that there was such a fun game, I quickly opened the web page and started searching.

After a while, I found the game. I registered an account and started playing. After a few minutes I was hooked, this game is really fun.

Since playing this game, I have been absent-minded all day in class. As soon as I get home from school, I will immediately turn on the computer and play games. Gradually, I became completely obsessed with this game. After a while, I felt empty inside.

One time, when I was playing games at home, my mother came back. She found me sitting in front of the computer and asked angrily: "Have you finished your homework?" At this time, I realized that I hadn't even had time to finish my homework, so I quickly closed the computer.

But while I was writing my homework, my mind was still on the computer. I was sitting there scratching my head, and my homework was written in a mess. When my mother checked my homework, she found a lot of mistakes in my homework and criticized me severely.

Only then did I realize the impact that playing games had on my learning. From then on, I set a rule for myself: I can only play games after finishing my homework on weekends.

After persisting like this for a while, I am no longer as obsessed with the game as before. With my mother's help and my efforts to overcome it, I finally came out of my obsession with games.

The dangers of online games essay 2

The Internet is modern high technology, and modern society cannot do without the Internet. However, some online games have caused great harm to young people.

Online games are called "electronic poison" by modern people. Online games not only reduce the performance of teenagers, but also affect their eyesight and lead them to commit crimes and go astray. Those greedy creators have created one seemingly interesting game after another, and many Internet fans have become addicted to it. Online games turn people into devils, and make kind-hearted teenagers belittled as terrible executioners. Online games are becoming more and more popular step by step. It spreads that we young people are the future flowers of our motherland, and we should say 'no' to it with firm language. Some people say that online games can be played because they can make people relax. Good online games can make people relax, but for teenagers who have no self-control, online games are like poison. They are silently eroding our young minds. The main attraction of online games lies in the levels it sets. Everyone has the desire to win and upgrade, because modern people are too particular about reality and save face, and they all hope to be praised by their peers and make them envious. Among humans, Teenagers are the most unwilling to lag behind because they have no self-control and are obsessed with playing and upgrading. Some even play online games day and night, leading to severe vision loss. They have harmed others for their own selfish purposes. He lost his family and walked towards prison step by step.

Here I would like to say to those peers who are addicted to online games: good medicine is bitter in the mouth and good for the disease, and good advice is hard on the ears and good for the action. Stop being addicted to online games and turn back! There will be a bright future ahead, but the key to move forward is the abyss.

The dangers of online games essay 3

Today we read a cartoon. This cartoon is about: As soon as the summer vacation ended, Xiao Ming couldn’t wait to rush to the computer desk, opened the most popular online game "League of Legends", and started playing with great interest. . Because his parents are busy with work, Xiao Ming is immersed in online games every day and cannot extricate himself. As soon as his parents go out, Xiao Ming will rush to the computer at lightning speed. He does nothing except eat, play on the computer and sleep every day. Therefore, his study plummets, from the first place in the class to the last place. I didn’t finish my summer homework well.

Xiao Ming's parents went out again that day, but something happened and they came back. As soon as they entered the house, they heard a voice coming from the room. Xiao Ming shouted happily: "Okay! Five kills!" Only after entering the study did they realize that Xiao Ming was playing. He used the computer, so he quickly tried to dissuade him: "Son, come out quickly, school is about to start!" But Xiao Ming still didn't listen. Hug the computer desk tightly and hold on!

This cartoon tells us that we should not be addicted to online games, we should control the time spent online reasonably, develop our own good habits, and don't waste our studies because of this!

There is also such a person around me. The son of Uncle Zhang's family next door to me. When he first entered high school, Uncle Zhang bought his brother a computer for his study convenience, but his brother skipped school because of this and wasted his studies! He played games in an Internet cafe during the day and continued to play games when he got home at night. His academic performance plummeted irreparably.

In this rapidly developing information age, we have to admit that the Internet has brought us a lot of conveniences, but it has also brought us a lot of troubles. We should understand the Internet correctly, use Internet information to help us learn, and not be addicted to online games, because this affects both learning and health!

The dangers of online games essay 4

Online games have advantages and disadvantages for us. Advantages: It can develop intelligence, improve the coordination of hands and brain, improve reaction ability, and relax people; some games have a certain historical background, which can make players interested in this history and learn more about it; in the virtual society Seek a true self in games, such as Moore Manor, QQ Pets, etc.; playing business games can improve one's business capabilities; development games can enable people to seek a kind of spiritual sustenance and learn to take care of others and care for others in the future.

The disadvantage is

1. Affect physical and mental health.

Primary school students are in a critical period of physical and mental growth, and it is crucial to develop good study and living habits. Long-term addiction to online games can cause mental dependence, reduce immune function, cause cardiovascular disease, tension headaches, anxiety, depression, etc., and may even lead to death.

2. Affect academic performance.

Among the majority of middle school students who play online games, 80% have scores at the lower-middle level. Excessive playing of games can lead to: decreased self-discipline; reduced interest in learning, reduced efficiency, failure to complete homework on time, decreased grades, and in severe cases, boredom, skipping classes, dropping out of school, etc.

3. Inducing crime.

Some students have been addicted to virtual online games for a long time. They do not need to face the setbacks in reality, do not need to accept social norms and the supervision of others, and can vent as they wish. If this continues, it will create hidden dangers for violent crime. It can be described like this: primary school students have limited self-control, but the attraction of the Internet is unlimited.

The pros and cons of things are exactly like this. There are advantages and disadvantages. It mainly depends on how you use it and how you grasp it. We should have a good understanding of these two aspects, make good use of them and improve them, and then we can really benefit a lot.

The dangers of online games essay 5

With the progress of society and the development of science and technology, mobile phones have become an indispensable communication tool for everyone. However, for us students, if we cannot use it correctly and are addicted to mobile games and cannot extricate ourselves, it will bring harm to us unknowingly, just like an invisible killer.

Take me for example, online games have caused me misery! Originally, my grades were pretty good. After my mother bought me a mobile phone, I turned my back on the phone and started playing games crazily. Gradually, I became addicted. I think about games during class, and my mind is filled with games when I do homework, and I can’t calm down to do homework. Every time it was time to do my homework, I just wanted to finish the homework quickly, so my grades quickly plummeted. When my mother found out, she confiscated my mobile phone and said to me: "I told you when I first gave you the mobile phone that you can only use it as a tool and not as a toy. Now that you are addicted to it, I can only take it away." Gone." I watched helplessly as my phone was taken away by my mother. When I looked at the homework full of red crosses, I felt deeply regretful. I felt that what my mother said was very reasonable. I had to make up my mind. You must give up your addiction to mobile phones, study hard, and try to catch up on your fallen grades.

Students, in fact, being addicted to mobile phones will not only reduce your grades but also your eyesight, and its radiation can harm the human body. "People with their heads down" are common in society, and some even play with their mobile phones while walking, which can easily lead to traffic accidents. I am here to appeal to everyone: please put away your mobile phone like me, study hard, focus on your studies, go see more of the beautiful nature, feel more of the family affection around you, and don’t become a slave to your mobile phone!

The dangers of online games essay 6

The Internet is modern high technology, and modern society cannot do without the Internet. However, some online games have caused great harm to young people.

Online games are called "electronic heroin" by modern people. Online games not only reduce the performance of teenagers, but also affect their eyesight and lead them to commit crimes and go astray. Those greedy creators have created one seemingly interesting game after another, and many Internet fans are addicted to it. Online games turn people into devils, and make kind-hearted teenagers belittled as terrible executioners. Online games are becoming more and more popular step by step. It spreads that we young people are the future flowers of our motherland, and we should say 'no' to it with firm language. Some people say that online games can be played because they can make people relax. Good online games can make people relax, but for teenagers who have no self-control, online games are like drugs. They are silently eroding our young minds. The main attraction of online games lies in the levels it sets. Everyone has the desire to win and upgrade, because modern people are too particular about reality and save face, and they all hope to praise their peers and make them envious. Among humans, Teenagers are the most unwilling to lag behind because they have no self-control and are obsessed with playing and upgrading. Some even play online games day and night, leading to severe vision loss. They have harmed others for their own selfish purposes. He lost his family and walked towards prison step by step.

Here I would like to say to those peers who are addicted to online games: good medicine is bitter in the mouth and good for the disease, and good advice is hard on the ears and good for the action. Stop being addicted to online games, come back! There will be a great future ahead, but the key to progress is the abyss.

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Experts Call For The Implementation Of Game Classification After Minors Committed Murder Due To Addiction To The Internet.

The game rating system has always been expected by many players, but it has failed to make any progress in China. However, in recent years, games have become popular but lack supervision, resulting in many minors becoming addicted to them and losing their true nature. Many accidents have sounded the alarm to relevant departments.

A few days ago, we reported that two teenagers in Hefei City broke into houses at night, killed people and burned their bodies because they were addicted to online games. This incident also caused an uproar of public opinion on the Internet. Many experts have also begun to call for the implementation of a game rating system as soon as possible.

Two teenagers killed because of online games

An intentional homicide and corpse-burning case occurred in Hefei City, Anhui Province on the 11th. The murder motives of the suspects Li (male, 18 years old, from Zhengzhou City, Henan) and Wu (male, 16 years old, from Feixi County) turned out to be They are addicted to online games and seek excitement. After committing the crime, the two used alcohol as a fuel, set fire to the body and fled the scene.

7 people play a killing game_7 people play a killing game_7 people play a killing game

After interrogation, the two confessed to the crime of murder and burning corpses. According to the policeman handling the case, Wu was a 2015 freshman at a professional and technical college in Hefei. He had been addicted to online games for a long time and could not extricate himself. Over time, he developed a violent and impulsive personality, and even had the idea of ​​imitating the hacking and killing in games. Li was a "good friend" made by Wu through online games, and the two made an appointment to kill people in Hefei to "practice courage" and "find excitement." At the scene of the crime, the two people left words such as "Jue Kill", "Shura" and "Capricorn", which were also the code names they used in online games.

Such "game killing" triggered heated discussions among netizens. Netizen @LAN Yin Bulu said on Weibo, "Internet violence is beginning to spread to reality. Minors have limited ability to distinguish right from wrong. Should game producers think about it coldly?"

After sorting through the vicious cases of minors in recent years, the reporter found that the tragedy that happened in Hefei was not an isolated case. In 2012, a 17-year-old boy in Liaoning killed nine people in a row. He was dressed that day in a costume that looked like the online game "Cross Fire"; in August 2013, two boys in western Hunan were affected by online games. One was underage and the other was just over 18 years old. He was responsible for seven lives; in February 2014, a 14-year-old boy from Hunan killed his father in an Internet cafe. He usually loved to play "killing games"…

7 people play a killing game_7 people play a killing game_7 people play a killing game

Internet addiction becomes the main cause of juvenile delinquency

According to relevant statistics, juvenile delinquents under the age of 25 account for more than 30% of all criminal cases in my country.

The reporter learned that addiction to online games has become the main cause of juvenile delinquency. Online games, known as "electronic heroin", are easily addictive, especially for minors. Teenagers who are addicted to it will gradually develop a dual personality. In severe cases, they may even lose their sense of reality and self-awareness, making it difficult to distinguish between reality and the virtual world.

7 people play a killing game_7 people play a killing game_7 people play a killing game

It is reported that Japanese scholars have tested the brain waves of teenagers aged 4 to 20 who play computer games and found that if they play video games 4 to 6 times a week for 2 to 7 hours each time, the brain waves are basically undetectable when they are not playing games. Brain wave changes. This is called a typical game brain type. Its consequences are moodiness, memory loss, inability to distinguish between the real world and the virtual world, and mistaking one's virtual identity and behavior in the game for real existence, making it impossible to deal with reality. Create a clear understanding of roles in life.

Violence in online games is an important factor in inducing violent crimes among minors. Yao Weiyao, deputy director of the Juvenile Protection Professional Committee of the All-China Lawyers Association for Minors, told reporters that there are many fighting scenes in many popular online games, and game developers often use this as a selling point; such fighting and shooting online games are full of blood and blood. Violence invisibly satisfies the stimulation that minors cannot obtain in real life, and also quietly changes their way of thinking and behavior.

The "Law of the People's Republic of China on the Protection of Minors" stipulates that minors are not allowed to enter Internet access service business premises. If it is difficult to determine whether they are adults, they should be required to show their identity documents; the "Internet Access Service Business Site Management Regulations" stipulates that, Those who admit minors will be fined less than 15,000 yuan. In serious cases, they will be ordered to suspend business for rectification, or even have their business license revoked. However, there are still many Internet cafe operators who "seek money from danger" and only seek economic benefits and turn a blind eye to the access of minors.

7 people play a killing game_7 people play a killing game_7 people play a killing game

At the same time, the absence of guardians is also a cause of juvenile delinquency. Many parents don't understand what their children need. As everyone knows, what children need is companionship when they are lonely and guidance when they are helpless. Guardians' lack of care for minors will, over time, make online games a way for minors to vent their dissatisfaction.

The game needs to be graded and guardians need training

With the development of society, the temptations faced by minors are also increasing day by day. Violent crimes caused by online games require the cooperation of multiple parties in society to solve them. Many experts said that the relevant national authorities should introduce a game rating-related mechanism as soon as possible, and the civil affairs department could consider exploring a guardian training mechanism to allow parents to receive relevant training at different stages of their children's growth.

7 people play a killing game_7 people play a killing game_7 people play a killing game

Yao Weiyao said that at present, domestic online games are available regardless of age, and are open to all men, women, old and young, which will inevitably cause allergies in some people. A grading system for games needs to be urgently put on the agenda. "Games are classified according to age, and the classification process cannot be divided into 'adult' and 'minor' across the board; the subdivision process also requires the participation of primary and secondary schools, and minors need age-appropriate games." Yao Weiyao said.

Xu Xuan, a professor at Jinan University School of Law, told reporters that legal education in many primary and secondary schools is currently lacking. The abnormal education concept of "head teachers only care about grades, and parents only care about getting into higher schools" makes children simply do not understand what the law is. Legal education for minors In urgent need of improvement.

Yao Weiyao suggested that the civil affairs department could explore the establishment of a guardian training mechanism so that parents can receive age-appropriate family education training for their children at different ages. When children are addicted to online games, many parents either scold or beat them inappropriately; through training, relevant departments can teach parents guidance methods to reduce or even avoid tragedies.

Many experts suggest that society needs to work together to improve legal education and love education for minors to curb children's irrational impulses and guide them onto the track of healthy growth.

Dangers Of Video Games

Games have long entered our lives and have become a part of many people’s lives. From a field perspective, they can especially help us stimulate the potential of our brains and even allow us to find a sense of existence. So what exactly are video games? ?

According to relevant data, adolescent Internet users in my country account for 35.8% of the total number of Internet users, reaching 60 million people, and the Internet penetration rate among adolescents has reached nearly 27%. So I think playing video games will waste learning and corrode people's minds. If they don't wake up in time, they will embark on the path of breaking the law and committing crimes.

First of all, some people think that playing video games means they try their best to save their own living expenses. Later, they become addicted and gradually develop into stealing money and belongings from home and school, and eventually embark on a road of no return. For example, a 13-year-old boy in Tianjin committed suicide by jumping off a building because he was addicted to online games. A student in Chongqing punched and kicked his parents when he asked for Internet access fees. A mother in Heilongjiang tried to wake her up. If the children on the Internet desperately threw themselves into Du Danjiang's series of There are countless tragedies that have occurred due to Internet addiction. The Internet has seriously affected their academic performance and physical and mental health.

Secondly, these are people who are often addicted to the virtual world of video games, and may often go astray. I often hear teachers say that a student in a certain middle school killed his classmates because he was too weak in the game. Video games may also affect teenagers' physical health.

To sum up, electronic games not only affect the physical health of teenagers, but also profoundly affect their world outlook, outlook on life and values. Therefore, as flowers of the motherland, we can no longer let the piranha of the motherland and electronic games ruin our own. Life has a bright future. Refuse to be addicted to video games. Let us open the cultural textbooks and find something in the ocean of knowledge that is more nutritious and more conducive to our growth than video games.

Dialectical Analysis Of The Pros And Cons Of Students Using Electronic Products [positive]

1. Statement of opinion

In this era of rapid information development, electronic products have become items that everyone has: mobile phones, computers, phone watches, game consoles, e-books… They have become an indispensable part of our lives! Using it will also bring convenience to our students! Therefore, we believe that the pros of students’ correct use of electronic products outweigh the cons.

2. Evidence

1. Electronic products are products that can be connected to the Internet to achieve search functions. It has very fast speed and search capabilities. The most useful information for users can be searched in the shortest time.

2. It is also a social tool: phone, WeChat, QQ, phone watch… They can all turn the earth into a "small village".

3. Security: It can be positioned so that students can contact their parents when needed, and can also call the police in emergencies. (Text "Seeking Help Online")

4. Games in electronic products can also serve as a product that can relax our primary school students. As long as we make reasonable arrangements and plan correctly, we can use games to achieve the effect of relaxing our body and mind!

5. The future society will become a completely information-based society. If our primary school students are not exposed to electronics early, they will not be able to integrate into society in the future.

6. There are many useful learning tools on the Internet: various English learning, Khan Math, Xueersi, etc.

7. The Internet can facilitate the lives of primary school students, including purchasing school uniforms, books, textbooks, cultural supplies, etc. (Hema Fresh, Taobao, Dangdang, Pinkengkeng)

3. The other party’s refutation

electromagnetic waves

Bad information "pornography, gambling and drugs"

Addicted to games and go to extremes

Not enough time to study

People use the Internet to do bad things

Students addicted to online games

damage eyes

4. Our rebuttal

1. Electromagnetic waves

Computers are low-radiation electrical appliances with a frequency of 200 Hz.

Microwave ovens emit 2450 Hz microwaves. (A difference of 2250 Hz!)

2. Bad information “pornography, gambling and drugs”

Use relevant anti-virus and blocking software

3. Addicted to games and go to extremes

Games are a double-edged sword. Proper use can entertain yourself and exercise logic. Improper use will lead to addiction to games and go to extremes. People who are addicted to games generally lack recognition and satisfaction in real life and can only pursue a sense of accomplishment in cyberspace. If students can have the warmth of family, recognition from all sides, and the company of friends, there will be no need to indulge in online games.

4. Insufficient study time

1. Arrange time reasonably, make life plans and allocate them reasonably.

2. Use the Internet rationally. The Internet has become one of the convenient learning tools, which will save learning time.

5. People will use the Internet to do bad things

The Internet is just a tool, the key is the people who use it. Kitchen knives can be used to cut vegetables, but they can also be used by criminals to commit murder.

6. Damage to eyes

Experts have proven that screen use does not harm the eyes if it does not exceed 20 minutes at a time and no more than an hour a day.

The Anti-addiction System Has Been Upgraded Again – Whether The Move From Real-name Authentication To "face-swiping" Authentication Can Save "Internet-addicted Teenagers"

On June 17, Tencent Games announced that in the new stage, Tencent Games will initiate face recognition verification in two scenarios: game login and payment.

"This technology is much more effective than the anti-addiction system in the past, and it is a relatively rigid measure." Sun Hongyan, director of the Children's Research Institute of the China Youth Research Center, said that many of the previous "real-name" anti-addiction systems required minors to make independent choices. Some minors will find ways to crack it or take evasive measures.

She also believes that the anti-addiction method of "face brushing mode" has set a benchmark for the gaming industry and will also have a great promotion effect on other Internet industries.

Exploration of Tencent Games

As the largest game company in China, Tencent Games has been promoting the continuous improvement of the minor protection system in the past three years.

2017 is the 1.0 stage of its construction of a minors protection system, taking the lead in building a "pre-event-during-post-event" health protection plan covering minors' gaming behavior.

Starting from the middle of 2018, Tencent Games’ minor protection has entered the 2.0 stage, with a focus on “strengthening real-name verification for all users and different restrictions on objects of different ages.” Tencent Games has not only accessed the authoritative public security data platform for verification, but also implemented mandatory real-name registration. access mechanism, and actively implement the requirements of the "Notice on Preventing Minors from Addicting to Online Games" issued by the National Press and Publication Administration at the end of 2019, and upgrade the health system.

Tencent Games said that after the release of new anti-addiction regulations, they are also thinking about how to protect minors who pretend to be their parents, so they have been constantly exploring the application of face recognition technology, and through technical means such as AI and machine learning, Determine the characteristics of users' gaming behavior, and establish and optimize a portrait pool of "adult accounts suspected to be operated by minors".

At present, the implementation of the new anti-addiction regulations is nearing completion. Tencent Games has once again advanced the protection of minors to the 3.0 stage and will successively initiate face recognition verification in the login and payment links of all mobile game products it operates.

In the game login process: For adult accounts suspected to be operated by minors, face recognition verification will be required when they log in to the game, and the data will be compared with the authoritative public security platform data. Users who refuse or fail verification will be placed under anti-addiction supervision for minors, with a play limit of 1.5 hours/day on weekdays and 3 hours/day on statutory holidays. They will not be able to log in to the game from 22:00 to 8:00 the next day.

In the recharge payment process: When the monthly recharge of an adult account suspected to be operated by a minor is greater than 400 yuan, or the user shows abnormal recharge behavior (such as a surge in recharge amount in a short period of time, etc.), they will be required to perform face recognition verification. Users who refuse or fail verification will not be able to continue recharging.

Anti-addiction "war"

In fact, the “war” against children and their addiction to online games started very early.

Tian Feng, a researcher at the Institute of Social Development Strategy of the Chinese Academy of Social Sciences, pointed out that when games were first popular on the PC side, in order to prevent addiction, the state strengthened control over game arcades and Internet cafes through direct regulations, and did not allow minors to enter these places.

With the upgrade of the Internet and the widespread use of smartphones, mobile games have gradually replaced computer online games. The original supervision method for Internet cafes has begun to fail to control addiction to online games. As a result, the supervision of mobile games has been continuously strengthened, and the country has introduced a number of protective policies and measures.

In August 2005, the General Administration of Press and Publication issued the "Development Standards for Anti-addiction Systems for Online Games", requiring seven large domestic online game operators to prepare to develop anti-addiction systems, and provided a "healthy time" standard: games within 3 hours in total. Time is not only beneficial to the physical and mental health of young users, but also allows them to enjoy full gaming fun.

In October of the same year, the anti-addiction system was put into trial operation for the first time in 11 games from the seven most popular domestic online game operators at the time, including "Legend", "World of Warcraft", and "Fantasy Westward Journey".

Beginning in 2007, eight ministries and commissions including the Press and Publication Administration jointly issued the "Notice on Implementing an Anti-Addiction System for Online Games to Protect the Physical and Physical Health of Minors," requiring online game operators to begin trial implementation of anti-addiction systems in all online games on April 15. Addicted to the system.

Two years later, the Ministry of Industry and Information Technology issued a notice stating that computers produced in China after July 1st must be pre-installed with a specific software to protect minors' healthy Internet access, with an internal function to control Internet time.

Tian Feng said that these measures can play a certain role in reality, but to a certain extent, without the cooperation of schools and families, they are still "in name only". Minors can always find various solutions, such as using the ID cards of their parents and elders to register accounts and bypass the anti-addiction system.

During the investigation, reporters from China Youth Daily and China Youth Daily found that when searching for "anti-addiction" on the Internet, a large number of cracking tutorials came into view; there are also online sellers offering anti-addiction cracking "artifacts" with prices ranging from a few yuan to dozens of yuan.

Whose responsibility is it to prevent addiction?

Tencent Games said that regarding the face recognition technology that attracts more attention from the outside world. As of now, there are no nationally unified application specifications and security standards, and there is no more mature and stable industry technology experience for reference. In addition, the public still has great concerns about privacy protection. Therefore, Tencent Games will take a very cautious attitude, comprehensively consider the balance between user privacy, information security and minor identification needs, and gradually explore the application of this cutting-edge technology.

Tian Feng pointed out that adding an anti-addiction system will objectively increase the R&D and operation costs of game companies, and a formal anti-addiction system will also require the introduction of identity authentication services from the public security department, which is also a huge cost. "Head companies If you can make a lot of profits, you can work hard to achieve it, but small game companies will definitely not want to spend this money."

"Identity authentication uses public resources, and the state can consider providing it to game companies for free to further promote the construction of anti-addiction systems for teenagers," he said.

"The digital life of minors not only needs technical means to protect it, but also requires the full participation of families." Tian Feng said that in real life, we must take into account the characteristics of minors' low Internet literacy and weak ability to resist temptation, and online games should be implemented Strict supervision.

However, it should be noted that relying solely on technical systems cannot completely avoid game addiction. Improving parents’ online literacy and awareness of their children’s online safety protection has become a top priority.

Sun Hongyan suggested that parents should make good use of anti-addiction software functions. Many companies have made many technical attempts and breakthroughs in preventing minors from becoming addicted. However, some parents do not understand how to use technology to prevent children from being addicted.

Tian Feng pointed out that in order to evade regulatory responsibilities, many schools directly stipulate that students are not allowed to bring mobile phones and other electronic devices to campus. “Many schools have almost no awareness to improve children’s Internet and media literacy. It does not mean that students do not need education in this area. .On the premise of protecting children's physical and mental health, allowing children to have as much access to diversified cultural content and online life through digital media as possible can ensure that minors can thrive in the online society that has arrived."

Tian Feng suggested that it is urgent for the government and regulatory authorities to take the lead, conduct thorough research, and extensively solicit opinions from scientific research institutions, schools, parents, and related enterprises. It is necessary to achieve comprehensive anti-addiction certification from a technical level, and to conduct time control and control of related products. Consumption restrictions, establish a complete supervision and evaluation system, so that the complete technical means provided by game manufacturers can further play a role, and school education and family education of minors' Internet literacy must also be strengthened to form a social consensus.

The Impact Of Online Games On Minors Is Shocking, And "spiritual Opium" Has Grown Into An Industry Worth Hundreds Of Billions

Recently, the General Office of the Central Committee of the Communist Party of China and the General Office of the State Council issued the "Opinions on Further Reducing the Homework Burden and Off-Campus Training Burden of Students in Compulsory Education", requiring students to be guided to use electronic products rationally, control the duration of use, and prevent Internet addiction. The reporter's investigation found that at present, the phenomenon of Internet addiction among minors is common, and the impact of online games on the healthy growth of minors cannot be underestimated.

“Some students sometimes play Honor of Kings for 8 hours a day.”

"I dropped 5 or 6 mobile phones. My children didn't eat breakfast. I saved up my money to buy mobile phones and continued to play games."

"No industry or sport can develop in a way that destroys a generation."

This is a worrying statement that reporters heard repeatedly during their research.

Data shows that currently, 62.5% of underage Internet users in my country often play games online; 13.2% of underage mobile game users play mobile games for more than 2 hours a day on average during working days. Excessive investment in online games has had a double negative impact on the physiology and psychology of minors in our country. In 2020, more than half of my country's children and adolescents are myopic, and the phenomenon of addiction to online games affecting their studies and causing personality alienation is on the rise. The harm of games is increasingly recognized by society, and is often referred to as "spiritual opium" and "electronic drugs".

This new type of "drug" has developed rapidly and grown into a huge industry. In 2020, the actual sales revenue of China's game market was 278.687 billion yuan, a year-on-year increase of 20.71%. Tencent Games, which accounts for half of the industry, achieved operating revenue of 156.1 billion yuan in 2020.

The impact of online games on minors is shocking

Addictive mobile games_Addictive games_Addictive online games

It is a general consensus in society that games have a greater impact on students, but how big is the impact? The reporter recently randomly came to Luzhou City, Sichuan Province to conduct research. After the local Lantian Middle School learned about the reporter's survey topic, it took the initiative to design a questionnaire and conduct a survey among all students in the school. The head teacher and parents urged all 2,154 students in the school to participate as much as possible, and a total of 1,929 questionnaires were returned. Questionnaire data shows that 26.23% of students play online games once every two or three days, and 11.66% play online games almost every day; 53.91% play games for 1-2 hours a day, and 53.91% play games every day. The proportion of more than 5 hours accounted for 2.28%. "Honor of Kings" is the most popular online game among students. 47.59% of the students who participated in the survey often play "Honor of Kings".

Faced with this surprising number, Teacher Liu, the head teacher of Class 12, Grade 8, said bluntly: "Students must have had reservations when accepting the survey. The actual situation is far more serious than this. There are 60 students in the class who do not play games at all." There are almost no students, only 20 of them are controllable!”

The macro data is even more shocking. The "2020 National Research Report on the Internet Usage of Minors" jointly released by the Department for Safeguarding Youth Rights and Interests of the Central Committee of the Communist Youth League and the China Internet Network Information Center shows that the number of underage netizens continues to grow, and the trend of younger people accessing the Internet is more obvious. In 2020, the number of underage Internet users in my country reached 183 million, and the Internet penetration rate was 94.9%, which is higher than the national Internet penetration rate (70.4%). Playing games is still the main online leisure and entertainment activity for minors. Data shows that 62.5% of underage Internet users often play games online. Among underage mobile game users, 13.2% play mobile games for more than 2 hours a day on working days, which is higher than 12.5% ​​in 2019.

The "Research Report on Data, Social Kidnapping and the Healthy Growth of Minors" released by the Research Institute of a Community with a Shared Future for Mankind at Communication University of China pointed out that from the end of 2019 to September 2020, affected by the COVID-19 epidemic, nearly 200 million primary and secondary school students in my country had to attend online classes. Frequent contact with mobile phones and computers increases the chance of exposure to online games. Some unscrupulous network platforms and service providers took the opportunity to carefully design some online course software and game software to seamlessly switch. Not only can you enter the game state immediately after class, but it also creates comparisons and competitions among classmates. Students who do not play games are easily isolated from other students or lose the opportunity to communicate with other students.

Excessive use of online games has dual negative effects on minors' physiology and psychology. "I am the leader of the tribe in the game "Clash of Clans" and manage more than 50 people. This gives me a sense of dominance and accomplishment," said Xiao Xia, an eighth-grade student at Lantian Middle School. Xiaoxia's father said that since his child became obsessed with online games, his academic performance has plummeted, and he only scored more than 30 points in his latest math test. He has already dropped 5 or 6 mobile phones. The child skipped breakfast and saved up money to buy mobile phones secretly. After he found out, the child jumped off the balcony on the second floor and stayed there all night. From then on, he never dared to control her harshly.

Lin Wei, director of the Internet Rule of Law Research Center and vice president of the Chinese Academy of Social Sciences University, said that some children may feel pleasure and gain in games, but overall the negative effects of online games still dominate. Among them, excessive investment in online games has caused huge problems in the time allocation and management of minors, distracting attention from other aspects and affecting their studies; addiction to the virtual world of games can easily cause minors to drift away from the real world, causing Risk of personality alienation.

In April 2021, Ms. Liu’s family took Tencent Games to court. Ms. Liu's son Xiaoming was promoted from elementary school to the High School Affiliated to Renmin University of China, and his grades have always been good. After being exposed to the game for a period of time, Xiao Ming gradually developed severe hallucinations. The names of the characters in the game often came to his lips. Sometimes he would talk to himself about killing and killing, and he would also bring some scenes from the game into his life. When his family refused to provide funds to recharge, Xiao Ming used violence against his parents every now and then, even slashing Ms. Liu's cheek with a knife, and finally set fire to his grandparents' house.

The "China National Mental Health Development Report (2019-2020)" released by the Chinese Academy of Sciences shows that the detection rate of depression in primary school is about 10%; the detection rate of depression in junior high school is about 30%; the detection rate of depression in high school is close to 40%, among which the detection rate of severe depression is 10.9%-12.5%. Some of these children are tired of studying, have insomnia, and suffer from various physical discomforts, some are addicted to the online world to escape reality, and some even choose to end their young lives.

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Peng Ling, deputy director of the Membership Department of the China Law Society, pointed out that minors are in a critical period of growth and development. Using mobile phones with their heads down for a long time and staring at computers for a long time can easily cause damage to their body functions and reduce their physical fitness. Data recently released by the National Health Commission show that in 2020, the overall myopia rate among children and adolescents in my country was 52.7%; of which 14.3% were 6-year-old children, 35.6% primary school students, 71.1% junior high school students, and 80.5% high school students. The overall myopia rate in 2020 increased by 2.5 percentage points compared with 2019 (50.2%).

In addition, Peng Ling said that the Internet is both a treasure trove of information and a mixed garbage dump. Minors have weak discernment and poor self-discipline, and are easily attracted to new things on the Internet; once they are addicted to the Internet, it is difficult to extricate themselves, and they are extremely susceptible to the influence of bad information.

The rapid development of the game industry has made it increasingly difficult to prevent addiction.

Behind the increasing penetration rate of online games among minors is my country’s growing gaming industry. With the rapid development of the game industry, it is becoming more and more attractive to minors, making it increasingly difficult to prevent addiction to online games.

The "2021-2027 China E-sports Game Industry Market Operation Pattern and Prospects Strategic Analysis Report" released by Zhiyan Consulting shows that in the past ten years, the annual registration growth rate of China's game-related companies has been fluctuating and rising. In 2019, China's new There are more than 65,000 game-related companies, which is the year with the largest number of new additions in history. In 2020, there were more than 58,000 new game companies. In 2020, the total number of game-related companies in China exceeded 280,000.

The "2020 China Game Industry Report" released by the Game Working Committee of the China Music and Digital Association (GPC) and the China Game Industry Research Institute shows that in 2020, the actual sales revenue of the Chinese game market was 278.687 billion yuan, an increase of 47.81 billion yuan compared with 2019. A year-on-year increase of 20.71%, maintaining rapid growth. Among them, the actual sales revenue of China's mobile game market continues to rise. In 2020, the actual sales revenue of China's mobile game market was 209.676 billion yuan, an increase of 51.565 billion yuan from 2019, a year-on-year increase of 32.61%. "The development of mobile games has brought about the convenience of games, which means that it is more difficult to control mobile games for minors." Peng Ling said.

my country's game industry is highly concentrated, with Tencent Games accounting for half of the industry. According to Analysys analysis data, in the first half of 2020, Tencent Games and NetEase Games occupied the first and second place in the industry with market shares of 54.46% and 15.29% respectively. Tencent Games is also the company with the largest operating income in my country's gaming industry. In 2020, Tencent Games achieved operating income of 156.1 billion yuan, which was 101.5 billion yuan higher than the operating income of NetEase Games, which ranked second.

"Honor of Kings" launched by Tencent Games in 2015 dominates the market. In 2020, the number of daily active users averaged 100 million, occupying the top spot in domestic mobile game revenue. It is highly adaptable to fast-paced and fragmented idle scenes, and can "play blackmail" with WeChat friends at the touch of a finger, allowing "Honor of Kings" to achieve viral spread and unreplicable player stickiness. "A classmate once played King of Kings for eight hours a day." Xiaoxia said.

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How do games attract players to increase their "stickiness" and even stimulate psychological weaknesses? According to some game company insiders, some game companies have hired a large number of experts to study players' consumption psychology and psychological weaknesses to design and improve games. These digital control departments are at the core of the company and have relatively high salaries.

The "Research Report on Data, Social Kidnapping and the Healthy Growth of Minors" points out that online game developers, service providers and other participating merchants and manufacturers must find ways to improve the gameplay, game equipment, and game music and stories. In terms of the setting of links and the difficulty of promotion, etc., we try our best to capture the psychological characteristics of game players, and conduct professional designs based on the weaknesses of human nature, so that the games we design and operate online can gain as many users as possible Likes and as many users as possible invest time, energy and financial resources.

The reporter logged into the official website of Tencent Game Academy and found that there are related courses aimed at teaching students to "understand the significance of learning psychology for game production through this course." According to Gamma data estimates, Tencent Games has nearly 14,000 R&D personnel in 2020. R&D expenses amount to 12 billion yuan.

Faced with professional design and operation teams, and faced with online games operated out of profit-seeking, once individual users enter the kingdom of games, they may face situations that they are simply unable to realize and control. "Adults can't resist the attraction of games. My ex-husband plays games all day long except for eating and going to the bathroom. There are holes in the game keyboard, and he doesn't even care about his mother being hospitalized." said Ms. Liao, a parent of a student at Jiangyang Vocational High School in Luzhou City, Sichuan Province. , because her ex-husband was addicted to games all day long and could not live a normal life, she finally chose to divorce. She said, "In the past, when choosing a spouse, I thought it was enough not to gamble or go whoring. I didn't expect that gaming would become another factor that broke up the family." A leader of the local education bureau told reporters that one of her friends also got divorced because of this. The reporter learned that family conflicts due to addiction to games are not unique.

If adults do this, minors are more likely to become the targets of calculation, capture and control by online games because of their deficiencies in age, intelligence and comprehensive judgment.

In addition, the e-sports industry is developing rapidly, and the inducement of online games to minors makes the situation of preventing and treating minors' Internet addiction more complicated. In 2003, the State Sports General Administration listed e-sports as an official sport, and in 2013, the State Sports General Administration established the e-sports national team. Currently, no less than 20 colleges and universities have opened e-sports majors. This allows e-sports to get rid of its exclusive impression of "internet-addicted teenagers" and become a serious profession.

The "2021-2027 China E-Sports Game Industry Market Operation Pattern and Prospects Strategic Analysis Report" released by Zhiyan Consulting shows that in recent years, the user scale of China's e-Sports game market has shown a linear growth trend, with the number of Chinese e-Sports game users reaching 4.88 in 2020. billion people, an increase of 43 million people compared with the same period last year. From the perspective of age distribution, Chinese e-sports users in 2020 are concentrated in the age group of 19-22, accounting for 39.7%, and those aged 18 and under account for 9%.

The e-sports industry brings huge challenges to the management of youth online game addiction. Peng Ling pointed out that for example, the user portraits of the e-sports game Dota 2 ("Dota 2") show that low-income students are the main profile of e-sports users, with student users accounting for 33.6%, and high school education or below accounting for 31.4%. More than half of e-sports users The user's income is less than 5,000.

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Xiao Zhang, a fifth-grade student at Lixing Road Primary School in Luzhou City, Sichuan Province, said that among his 55 classmates, more than ten classmates, including him, play "Honor of Kings." He plays two or three times a week, and his own ideal is to become a professional e-sports player in the future.

"The development of the e-sports industry has benefited from the strong support of game companies. From game competition platforms, single-product e-sports professional leagues and even world-wide e-sports leagues, game companies are leading the way. The large influx of capital into the e-sports industry has made my country's e-sports The industry is developing rapidly, and how to prevent minors from being addicted to the Internet while the e-sports industry is developing is an issue that requires in-depth thinking," Peng Ling said.

Lin Wei said that the threshold for e-sports is too high and that it is completely different from teenagers’ addiction to online games. They should not be confused in publicity and mislead minors. There are very few who can become true professional e-sports players. No industry or competition can develop in a way that destroys a generation. The growth of minors is the first priority.

Breaking out of the industry and cooperating with multiple parties to prevent Internet addiction requires multiple measures

The industry pointed out that as an emerging industry, gaming has developed rapidly in recent years and has a considerable scale. How to seek advantages and avoid disadvantages and guide its healthy growth has always been the focus of great attention from all walks of life. Relevant policies have been continuously improved, but there is still room for improvement.

In November 2019, the National Press and Publication Administration issued the "Notice on Preventing Minors from Addicting to Online Games", which requires strict real-name registration. All online game users must use valid identity information before registering a game account; minors are strictly controlled Use online game session duration. It is stipulated that no game services may be provided to minors from 22:00 to 8:00 the next day, no more than 3 hours a day on statutory holidays, and no more than 1.5 hours a day at other times.

On June 1 this year, the newly revised Law on the Protection of Minors was officially implemented. A special chapter on "Internet Protection" was added, which stipulates that online product and service providers shall not provide minors with products and services that induce their addiction. Internet service providers such as online games, online live broadcasts, online audio and video, and online social networking should set up corresponding time management, permission management, consumption management and other functions for minors to use their services.

The game industry continues to improve the youth protection system, and manages the use of games by teenagers through the implementation of a real-name system for online game accounts and basic means such as time limits, curfews, and payment limits.

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Peng Ling said that although legislation has been improving, specific measures have not been able to keep up with the development of the Internet, making it difficult to cure youth Internet addiction in practice. For example, the youth anti-addiction system that has been widely adopted by Internet platforms can still allow children to find loopholes, thereby avoiding supervision and successfully surfing the Internet.

Many students interviewed also said that it is a common practice for students to bypass various "youth modes" by borrowing parent accounts and ID cards to register and log in to games. Xiao Lin, an eighth-grade student at Lantian Middle School, told reporters that in addition to using different accounts to log in, he and his classmates also learned a variety of methods, such as purchasing accelerators, "circuiting the wall", etc., to use foreign versions of games such as Honor of Kings. You can bypass various restrictions such as online game duration.

A parent of a student at Lantian Middle School in Luzhou told reporters that after the government issued a policy not to allow students to bring mobile phones, some businesses developed "new products" such as water cups that can hide mobile phones. Teachers at Luzhou Lantian Middle School reported that the school now does not allow students to bring mobile phones. The small store at the school gate has added mobile phone storage services, and some students can get their mobile phones after leaving the school.

In response to various problems, the industry pointed out that preventing teenagers from being addicted to online games is a complex systematic project that requires multi-party collaboration and linkage between government departments, schools, families and enterprises, and the introduction of stricter management methods to achieve the goal more effectively.

Peng Ling pointed out that network entrances must be tightened to reduce the opportunities for minors to come into contact with games. The government must strictly perform its supervisory duties, continue to supervise the platform in accordance with the law, and hold companies that deliberately break through the bottom line and harm society to the end.

"Faced with the powerful appeal of online games, few children can take the initiative to resist the temptation, and it is often difficult for parents and schools to find ideal solutions. Considering this background, game manufacturers cannot ignore social responsibilities." Lin Wei said that through the government Guide and even more coercive means to enhance the social responsibility of game companies. The next step is to implement stricter control over the duration of online gaming sessions for minors, and significantly shorten the duration based on the existing regulations. In his opinion, time management and allocation of minors will definitely be a problem if they are allowed to play games for one or two hours every day. In addition, online games must further strengthen identity authentication and content review must be more stringent.

The game company investigated by the reporter said that game research and development only accounts for 10% of the cost, and publicity and promotion expenses account for 60%. Therefore, supervision of the publicity platform must also be strengthened.

Relevant people suggested that in addition to requiring platforms to enhance their awareness of social responsibility and not simply pursue profits, they should also improve the anti-addiction system for minors and improve the platform content review mechanism to reduce the entry of harmful information into the eyes of minors. The intensity of punishment must keep pace with the situation.

Peng Ling suggested that families should also effectively perform their guardianship duties, implement the responsibilities prescribed by law, and strengthen the guidance and supervision of minors' Internet use. Parents have the responsibility to supervise and set an example. While setting an example for their children, they should strengthen family education to help their children learn to distinguish, and cooperate with school education to help their children learn to use the Internet correctly.

Are Online Games Destroying Children?Expert: Children Who Know How To Play Have A Better Future

Recently, under the background of the "double reduction" new policy, the topic of minors playing online games has once again been brought to the forefront, attracting social attention. What is different from the past is that this time the heated discussion has formed a completely opposite situation: one side accuses online games of being extremely harmful to young people and laments that if things go on like this, it will destroy a generation; the other side believes that games are not only innocent, but should be vigorously developed , becoming a national “strategic emerging industry”. In the face of online games, how can children "afford to play, let go, not refuse, and not become addicted"?

square

Online games have ruined our family

Ms. Zhao, a junior high school parent

When my son was in elementary school, his academic performance was very good. But when he entered junior high school, he became addicted to online games, and he seemed like a different person. Especially during the time when I was taking online classes at home due to the epidemic last year, I didn’t listen to the class and didn’t do my homework. When I lectured him a few words, he yelled at me and even told me to “get out.” After returning to school, his grades plummeted and he became a poor student in the class. He didn't even want to go to school. I mobilized all my relatives and friends to join forces and finally convinced him to go to school. Because he often stayed up all night playing games at night, his mental state was very poor during the day. Even when he went to school, he always slept. He also had a bad temper. He often had conflicts with his classmates over trivial matters, and he had fewer and fewer friends around him.

School started in September, and my son was supposed to be in the third grade of junior high school, but his condition was so bad that we suspended school for him on the advice of a psychologist. Now, he doesn't communicate with us at all, and he doesn't let me or his father enter his room. When eating, I can only put the food at the door of his room and let him carry it in to eat. I feel very sad that online games have ruined our originally warm home.

We really shouldn’t have let our children fall into the trap in the first place

Ms. Liu, parent of senior high school student

From elementary school to the third year of high school, my daughter and I had countless “wars” because of online games. From the initial throwing of the tablet computer, to the later confiscation of the mobile phone, and then to the signing of the mobile phone usage agreement, this protracted "tug of war" has been filled with smoke. I regret very much now. I really shouldn’t have let my children fall into this trap.

I think it is best for parents to intervene and act early, and clearly ask their children not to play online games when they are still young. Of course, this is a battle of wits and courage. In order to prevent his children from playing games, a friend of mine has been letting his children use senior computers, even though his son is already in the third year of high school; I also have a colleague who had a cold war with his son for many days because his son in fifth grade secretly played games… these The method may not be the best, and it needs to be adopted according to the child's situation, but it must be said that parents must have a clear attitude towards their children playing games, and must not let it go, let alone compromise because of worries about their children's excessive behavior.

Playing games makes it difficult to integrate into the group

Teacher Wang, the head teacher of a primary school

As a teacher, I firmly oppose students playing online games, because indulging in them is extremely harmful to students and causes immeasurable damage to their physical and mental development.

Judging from the classes I manage, in recent years, students have often delayed their studies due to addiction to playing games, including children with excellent academic performance. Teachers and parents control them. Some children cannot listen at all, and their grades have dropped sharply. A child secretly swiped six to seven thousand yuan from his parents' bank card in order to buy game props, which caused great tension in the family relationship. Not only that, the child's eyesight also declined. In addition, because they pay special attention to winning or losing in games, some children who play games will feel bad and emotionally unstable if they cannot pass the level. They are immersed in their own game world and are unwilling to communicate with teachers and classmates, making it increasingly difficult to integrate into collective life. .

I hope the painful lesson will never happen again

Cao Lizhi, a teacher at Cuiwei School of the High School Affiliated to Renmin University of China

I am a high school teacher. I used to not think that online games were a scourge. I also thought that playing them occasionally could exercise hand-brain coordination. However, a painful lesson happened to my class and my students, which made me hate online games.

I taught a particularly smart student who was among the best in his freshman year of high school, but for some reason he became obsessed with online games. During his three years in high school, his academic performance deteriorated, but his game playing skills became increasingly better. No matter what game he played, he picked it up very quickly and was able to draw parallels. Even the game company paid for him to play games in other places. However, the college entrance examination gave him a head-on blow, and he lost his reputation. Now every time he comes back to see me, he will say something: "Playing games in high school, he went crazy and killed people!" This child often made me feel sorry for him. Later, I no longer supported students in the class playing games, and I also You need to tell them the truth, get them away from the game and back to reality.

Excessive gaming among teenagers has many dangers

Chen Yao, Haidian Academy of Educational Sciences

While online games bring entertainment to people, their negative impacts and harms in some aspects are becoming increasingly prominent, especially for teenagers whose physical and mental development is immature. Excessive gaming may lead to a series of abnormal psychological and behavioral reactions in children. While this brings negative consequences to individuals and families, it can also easily cause some social problems.

Excessive gaming can affect the physical development of teenagers. Looking at the screen at close range for a long time will cause the ciliary muscle in the eyeball to lose its elasticity and cause the lens to be unable to recover, which can cause myopia. Teenagers spending too much time on games will lead to insufficient time for physical exercise, especially outdoor exercise time, which will be seriously squeezed out, which will also have a negative impact on the physical development of teenagers. Teenagers who play excessive games often stay up late playing, which causes the body to be unable to produce enough melatonin. Without enough melatonin, it is impossible to obtain high-quality sleep. This has a negative impact on the daily mental state, physical growth and development, and physical health of teenagers. The development of immunity will have a negative impact. In addition, studies have shown that the normal development of the left front brain of teenagers who are addicted to games will be inhibited, especially for children who are in early intellectual development. This effect is more obvious.

Excessive gaming can affect the psychological growth of teenagers. Due to the long-term lack of social communication and interpersonal communication caused by excessive gaming, people often regard the virtual online world as real life, and their thoughts and emotions will be disconnected from real life, and psychologically they will show the characteristics of self-isolation and self-righteousness. Although these teenagers can obtain psychological satisfaction through the virtual world, they cannot improve their ability to deal with real problems. Once they return to real life, they often feel at a loss what to do, so that they always choose to escape in the face of real difficulties. At the same time, spending a lot of time on games will inevitably significantly reduce learning time and lower learning standards, resulting in repeated declines in academic performance. In addition, for teenagers whose psychological development is immature and whose ability to control their behavior is still weak, violent and pornographic plots in games are likely to become inducements for them to commit crimes.

An analysis of the reasons why teenagers are addicted to online games shows that although games have great appeal, the fundamental reason lies in the major problems that arise in the real lives of teenagers. Poor parent-child relationship, monotonous family life, high academic competition pressure, insufficient sense of self-worth, hindered development of personal interests and hobbies, insufficient personal social interaction and emotional regulation capabilities, etc. The psychological needs behind these games are also worthy of consideration by parents and educators. .

Opposition

It is not the original sin of games that children become bad.

Mr. Cheng, a junior high school parent

Today, online games, like novels, dramas, movies, TV series and other cultural and entertainment elements, have become an indispensable part of the development of human society and have a significant impact on human social interactions. Whether on a computer or on a mobile phone, various games are an important part.

The game has been criticized continuously since its inception. Some people think that playing games will damage their eyes, make people addicted to them and delay their studies. In short, children will become bad when they play games. However, are these problems really the original sin of the game? Will watching movies damage your eyes? A closed, dark screening room with bright lights and a large screen, which can last for two hours at a time, is much more irritating to the eyes than playing games. Why has no one proposed banning teenagers from watching movies? Will online classes damage your eyes? You have to stare at the screen during online classes, and I haven’t heard of social calls to cancel online classes. It is said that playing games is addictive and addictive, but reading novels is also addictive, reading comics is addictive, watching idol dramas is addictive, watching videos is addictive, fishing, flower gardening, bird raising… In fact, doing Everything has the potential to become addictive, and everything needs to be in moderation and control. The board can’t just be focused on games. As for games making teenagers prone to violence and turning into bad boys, we must admit that some games contain violent content, and the users they target are adults. Just like some movies and TV series contain killing and killing content that is not suitable for children. It seems that the same is true for games. The game industry should establish a classification system and teenagers should not be exposed to such games. However, this is not a problem with the game itself, but a problem of what measures the relevant departments should take to standardize the management of teenagers playing games.

Playing games appropriately can make you feel happy

Middle school student Xiao Zhang

In my daily busy study life, I occasionally play online games, because this can provide a certain outlet and make my mood happy. Games have situations that cannot be created in real life. When playing games, I can "fight monsters" or "make friends" according to my own ideas. I think that most students my age will not be addicted to games. There are only a few cases where online games are confused with real life. As long as it is done in moderation, playing games can well explain the "combination of work and rest", and even You can get twice the result with half the effort.

To understand the game is to understand yourself

Xiao Du, a 2021 graduate of the Game Design Department of Communication University of China

Games have always been with me growing up. From playing with all kinds of interesting toys as a child, to holding a handheld device to exchange Pokémon with friends as a student, to chatting with friends in front of the computer, or finding a board game bar to play cards all afternoon. Precisely because I have always experienced the fun brought by games, my middle school years were diverse and positive. Because I like the fun of games, love playing and thinking every day, and occasionally DIY some games, I did not hesitate to major in gaming during the college entrance examination. Combining my own game experience and learning practice on campus, I developed a strong interest and thirst for knowledge in game design. Good games can allow people to continue to gain meaningful happiness and continue to get rich experiences from games. This is a complex subject that integrates computer, art, psychology, economics and other knowledge, and it is still growing vigorously. Why do people feel happy? How to control people's psychological expectations? These are issues worthy of our constant reflection and summary in the game production process and even in life. To understand the game is to understand ourselves. Therefore, I encourage young people to try and experience games. Of course, the prerequisite for playing games is to complete daily study and experience them in their spare time.

Roughly stopping children from playing games will affect social interaction

Senior gamer Zhan Congcong

As a veteran gamer with more than 20 years of gaming experience, I think it is normal for teenagers to play online games. If they are simply and rudely stopped from playing online games, it may affect their normal social interaction and understanding of the world to a certain extent. Know.

In the digital age, online games have become an important window for young people in the new era to understand the world, acquire knowledge, understand society, integrate into groups, and gain a sense of accomplishment. Many teenagers’ initial understanding of historical figures and events comes from games, and many teenagers’ friend circles are also established based on game circles. Online games are already catalyzing the cognitive iteration of teenagers in the digital age. It is almost a natural evolution process for some teenagers to choose to play online games, because teenagers already need to build part of their cognition while having fun, and let these teenagers who love to play games build up some of their cognition. This cognitive work is left to online games.

The current social debate on online games mainly focuses on the belief that children are easily addicted to playing online games, which will delay their studies and affect their health. These problems do exist, because in the highly capitalized Chinese online game market, the mechanism design of most commercial games is based on user retention, trying to make players spend enough time in the game to achieve operational goals. The interlocking game mission incentives can easily make adult players unable to stop playing, let alone teenagers. But if game manufacturers can add a mechanism in the game design process that rewards will be doubled after playing for a certain amount of time in a day, maybe the outcome will be different. For another example, in addition to the minor protection system, if the market supervision department can cooperate with game manufacturers and smartphone manufacturers to develop a combination of software and hardware to guide teenagers to control their gaming time, it may also be able to reduce some negative effects!

In fact, online games are just one of the countless digital entertainment methods in this era. Forcing a child who likes to play games to stop playing games may not make him suddenly fall in love with learning. Here, I also want to say to those parents who are troubled by their children’s love of playing games: get to know their children through games, find out why their children love playing games but not learning, and understand what games bring to their children’s real life. What you can't get from the game may be more meaningful than simply stopping your child from playing games.

Let foreigners understand Chinese culture through games

Hua Yin, a staff member of a game company

In recent years, the Internet industry has developed rapidly, and games have become one of the most important forms of entertainment for netizens due to their low threshold and low cost.

In the early years, domestic stand-alone games had a glorious period. Whether in terms of plot quality or depth of ideological core, they were no less than foreign masterpieces, and even won various awards repeatedly. Nowadays, with the continuous improvement of the quality of game products, domestic games have gradually gained a foothold in the domestic market, while focusing on the new battlefield "overseas". News from the China International Digital Entertainment Industry Conference held not long ago showed that the actual sales revenue of independently developed games in overseas markets in the first half of the year was US$8.468 billion, a year-on-year increase of 11.58%.

Based on classics such as "The Romance of the Three Kingdoms", overseas developers have developed a series of games with Three Kingdoms themes that have become popular all over the world. Previously, overseas game users’ understanding of China often came from the works of our neighboring countries, but they knew very little about current China and the true spiritual and cultural core of the Chinese people, and even had a lot of misunderstandings. Today, as generations of gamers explore and study quality and culture, more and more Chinese elements appear in overseas markets, and more foreigners learn about Chinese culture through Chinese games.

expert's point

Games are children’s friends

Li Qisheng, Vice Chairman of Beijing Science and Technology Education Promotion Association

Games are the shadow of life. Children will have different game choices depending on the living environment. Times have changed, society has developed, and in the metropolises of the information age, children's games have naturally shifted to computers, mobile phones and the Internet.

The game is about conformity. When children are young, when communicating with peers, they will naturally talk about games. Children who are not exposed to games at all can easily feel isolated. Therefore, under the guidance of parents, children are exposed to some electronic games that are often played by their peers, which can help children find common topics with their peers, help them empathize, and help them integrate into the group.

In the eyes of many parents, children's friends are divided into good and bad, and the same is true for games. Games that convey unhealthy information and guide unhealthy behaviors are "bad friends"; games that inspire innovative thinking, convey unity and cooperation, and promote positivity are children's "good friends."

It is undeniable that in this hustle and bustle era, some unhealthy electronic games can easily taint children's innocent hearts and affect their healthy growth. However, we need to face and accept it calmly when children are exposed to computer games and mobile games, because they like games. Children's nature, games are children's friends.

However, games are not everything in life. Friends are friends and life is life. As parents, we cannot simply and rudely deny our children access to games, nor can we allow our children to become addicted to games. When we first come into contact with games, we need to establish rules with our children about when they can play games, which games they can play, and when they must stop playing. At the same time, parents can actively collect games, select good games, try to play them themselves, play with their children, interact with their children, and grow up happily.

At different stages of growth, children's interest in games will also shift, just like they will make friends with different interests at different ages. Therefore, parents need to understand their children’s shifting interests and follow up promptly. While we advocate active participation in outdoor games and parent-child games, we can also continue to pay attention to many electronic games such as programming games, Sudoku games, drawing games, word games, and strategy games.

Of course, a child's main task is to learn. The relationship between games and learning, the application of games in education, and how to make children fall in love with learning as much as they love games are also topics of concern to many experts and primary and secondary school teachers. Applying the concept of game-based learning can activate the classroom atmosphere, mobilize students' enthusiasm for learning, and make boring teaching activities rich and colorful. The combination of games and education is likely to promote changes in efficient and enjoyable student-centered learning methods.

Children who know how to play have a better future. Therefore, I suggest that relevant departments gradually infiltrate the concept of game-based learning in the compilation of textbooks, classroom teaching, extracurricular activities, homework evaluation and other aspects in primary and secondary schools, infiltrate games into learning, and learn happily through games. In this way, children can be more able to "afford to play, let go, not reject, and not indulge" when facing games.