Last week, a survey of 2008 respondents conducted by Wenjuan.com, the social survey center of China Youth Daily, showed that 73.1% of respondents believed that the real-name system could effectively prevent minors from indulging in online games, 80.4% of respondents supported online games to carry out real-name checking accounts, and 77.1% of respondents hoped that the compulsory real-name system would be universally enforced in online games. Thats ok. To prevent minors from indulging in online games, 62.2% of the respondents suggested that game companies set anti-indulgence slogans in prominent positions on the page, and 49.5% of the respondents wanted to limit the time for minors to log in.
73.1% of respondents believed that the real-name system could effectively prevent minors from indulging in online games.
Tan Zhe (alias) is a senior high school student in a key high school in Chongqing. He usually plays online games whenever he is free. There are about 20 students in our class who play online games. Most of them are boys and many are girls. As far as I know, in junior high school, the whole class also play online games. Tan Zhe recalled that when he was in junior high school, online games were a hot topic of conversation among his classmates, and also a way of contacting their feelings. I would play games with friends and netizens, and I would add friends when I met friends who played well.
Tan Zhe admits that students who play games are easily distracted and unable to concentrate on their lessons. The students who are addicted to online games stay up late to play games and sleep in class during the day. Most of the scores are on the low side.
In the survey, 87.1% of the respondents admitted that minors around them were seriously addicted to online games, and 21.6% of the respondents said that they were very serious. Respondents believed that the negative effects of addiction to online games on minors were: crowding out sports and social time (65.5%), affecting visual acuity (58.1%), distracting attention and energy, declining performance (55.7%), causing cervical spondylosis (42.7%) and impulse consumption (27.9%).
In the survey, 80.4% of the respondents supported online games to carry out real-name checking accounts, and 28.6% of the respondents expressed great support. 77.1% of the respondents hope that the compulsory real-name system can be widely implemented in online games. 73.1% of the respondents thought that the real-name system could effectively prevent minors from indulging in online games. 19.4% of the respondents thought that it was very effective. 18.2% of the respondents thought that the effect was general and 8.7% thought that it was ineffective.
Liu Lei (a pseudonym) of Dazhou City, Sichuan Province, said frankly that he was in favor of banning minors from accessing online games. Our children are particularly fond of playing online games, playing games often do not eat on time, and now cervical spine problems, myopia, school performance has also declined.
Shi Yi believes that on the issue of playing online games, too strict parental control will lead to childrens rebellious mentality, and even lead to family conflicts or the phenomenon of children and parents guerrilla warfare. But if the game company carries out the real-name system and prohibits minors from logging in, the children will have no room to resist, and it will be more effective.
Zhu Wei, a researcher and associate professor at the Communication Law Center of China University of Political Science and Law, believes that the real-name system of online games is the most basic measure. Although at present it is not possible to completely avoid teenagers indulging in online games, it can avoid teenagers, especially young children indulging in online games to the greatest extent, and also give parents a grasp.
To give full play to the effect of real-name certification on anti-addiction
Tan Zhe suggested that we should first change the recharge mode of online games. Now many games spend money to enhance equipment and change the game experience, some students will spend a lot of money on the game. Secondly, make the real-name system more perfect, repair some loopholes that can avoid real-name, such as login with other peoples identity. Third, we should purify the environment of online games and avoid things that endanger the physical and mental health of minors.
Liu Lei had asked children to leave their mobile phones in their custody for some time, but they would forget when they were busy. He believes that minors should be banned from accessing online games that are not suitable for them. We can try to use facial recognition technology to avoid children logging in with their parentsID numbers.
Zhu Wei believes that the real-name system of online games can not only set the threshold for registration, but also set short message reminders when each account is logged in, or give full play to the effect of real-name authentication to prevent minors from indulging in online games through technical means such as face recognition and fingerprint recognition.
How to effectively prevent minors from indulging in online games? In the survey, 62.2% of the respondents suggested that game companies should set up anti-addiction slogans in prominent places on the pages, 52.1% of the respondents wanted schools to publicize the hazards of addiction to online games to students, 49.5% of the respondents wanted to limit the length of the minorsgame logon, 42.0% of the respondents suggested grading online games according to players age, 32.2% of the respondents suggested effective communication between parents and teachers, and 23.3% of the respondents suggested that parents pay more attention to the inner needs of minors.
Source: Lu Ting_NS5242, Responsible Editor of China Youth Daily