网游正火热 何以解“瘾”忧How can the net swim be hot to solve the problem of "addiction"

  • 2018-02-02 14:07:51
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                网游正火热 何以解“瘾”忧

             How can the net swim be hot to solve the problem of "addiction"

 核心阅读

  寒假到来,如何防范孩子沉迷网络游戏,成为不少家长关心的问题。某咨询机构数据预测:2018年网络游戏市场规模或将突破2345亿元,手游市场占比预期攀升。游戏的魔力究竟有多大?风光数字的背后存在哪些隐忧?如何构建健康合理的游戏环境?记者进行了调查。

      

  孩子为何爱玩游戏

  “不玩游戏脱离时代,在学校难交朋友”

  “孩子放寒假了,一个人在家总玩手游;我只好带他来单位,让他坐我办公桌对面。”在北京某单位上班的陈先生无奈地说。

  “学校的运动会成了手游大赛。”一位家长抱怨说,去年孩子所在小学开运动会,邀请家长参加,可不少孩子都把家长的手机要走,在看台上专心打起了游戏。这位家长反映,孩子几乎每天都软磨硬泡要手机玩游戏——“打得好就会受欢迎,不玩游戏脱离时代,在学校难交朋友。”孩子这么解释打游戏的原因。

  当下,腾讯、网易等公司的手游业务迎来了新一轮井喷式增长,以手游为代表的动漫、文化创意产业发展迅速。地铁上、餐馆里随处可见“开黑”(玩游戏时,语音或面对面交流)玩家,手游的火爆程度可见一斑。

  据了解,当下流行的手机游戏在设计上都达到了较高水准,画面精美、场景丰富、游戏速度快,玩家能利用碎片化时间随时随地玩。再加上注册、操作简单,玩家只需很短时间就能熟练掌握操作。“小学生上手,真的没什么障碍。”资深玩家小张介绍说,相比于过去动辄需要一年甚至更长时间来“练级”的网络游戏,现在的手游进度快,玩家短时间内就能取得成绩。小张表示,他常在游戏中碰到未成年玩家,觉得未成年人都喜欢跟年龄比自己大的玩家组队或对战,因为“跟大人玩,他们会觉得自己也是大人了”。

  强大的社交属性,也是网游吸引未成年人的地方。北京师范大学“游戏研究与游戏化实践”课程讲师刘梦霏认为,网络游戏本质上是一套强反馈且有社交功能的意义系统,未成年人在游戏中寻找的东西和在现实生活中是一样的。“他们能够获得认可,看到行为后果造成的改变。”刘梦霏说,“你在游戏中扮演了一个虚拟的社群角色,其他玩家会对你的行为有所反馈。既有竞技性,又能‘扎堆玩’,孩子们很容易喜欢。”

  “我卸载过好几次,可朋友一召唤,我又给装回来了。”一位初中生玩家表示。

  管控怎样更有力度

  防沉迷系统屡被破解,政策监管和行业自律亟待加强

  “沉迷”与“防沉迷”并非新概念。早在2007年,新闻出版总署等八部委就联合发布了《关于保护未成年人身心健康实施网络游戏防沉迷系统的通知》,要求各网游运营商于当年4月15日起在所有网络游戏中试行防沉迷系统。该系统采用“经验报偿模式”开发,对不健康游戏时间内的游戏收益进行惩罚性削减,迫使玩家合理安排游戏时间。

  然而十多年来,从《魔兽世界》《英雄联盟》到《阴阳师》《王者荣耀》,风靡一时的网络游戏似乎从未受到影响,防沉迷系统几乎成了摆设。“‘沉迷’本身就是一个模棱两可的概念,标准是什么?玩多长时间游戏算沉迷?”刘梦霏提出,沉迷可以看作一种倾向或者现象,但是如果牵涉到政策措施的制定,就应该是一个被严格界定的概念。

  此外,防沉迷系统虽然提出了游戏注册实名制,但在实际操作中,“认证”成了很难的问题,身份信息的交易和冒用屡禁不止,网上也有玩家研究出反制防沉迷系统的方法。记者在网上搜索“手游防沉迷系统破解”关键词,网页很快就显示出“防沉迷解除方法介绍”“手游未成年人强制下线怎么解除”等破解攻略。

  游戏厂商自身动力的缺乏,也是防沉迷系统难以发力的重要原因。中国社会科学院社会学研究所青少年与社会问题研究室副主任田丰认为,目前中国游戏产业缺乏行业规范,厂商在游戏设计阶段很少考虑未成年人保护的问题,造成该领域缺少风险管控。

  田丰进一步指出,行业自律也很关键。“游戏产业从根本上说还是一个新兴产业。发展瞬息万变,政策滞后在所难免。”田丰表示,在这方面企业既需要守土有责,也要应对有策,只有形成行业内部的监管机制,才能克服业内顽疾,让防沉迷的社会功能真正“上线”。

  环境如何更好构建

  引导孩子合理安排时间,探索线下活动转移注意力,多方推动精细化管理

  “手游这么火爆,绝不是单纯的技术性原因,所以它在发展过程中遇到了问题,也不能完全依赖技术手段‘围追堵截’。”刘梦霏表示,解决沉迷问题、营造健康的游戏环境都需要朝着疏导、建设的方向努力。

  刘梦霏认为,游戏受未成年人“热捧”有其合理性。一方面,未成年人需要在群体中寻找自我认同,培养社会性,而游戏就是帮助孩子建立社交认同的工具;另一方面,游戏还能教孩子如何应对压力、解决问题,以及如何化解在团队中出现的矛盾和冲突等。这两点恰恰是家庭和学校教育可能缺位的地方。她建议,首先,家长和老师应该引导孩子合理安排时间,鼓励未成年人负起责任、监管自己;其次,游戏是孩子的天性,作为家长,应该尽到“第一位”的责任,让游戏成为亲子间沟通的桥梁,而不是隔阂。比如,家长可以利用游戏创造共同话题,转移孩子注意力。学校也应该积极探索替代性的线下活动,来填补孩子们被游戏占据的课余时间。

  对于网络游戏政策层面的监管,目前社会上讨论较多的是游戏分级制度。北京大学文化产业研究院副院长陈少峰表示,游戏引起社会广泛关注,对于推动游戏分级制度是个很好的机会。未成年人很难区分虚拟世界和真实世界,而一些游戏开发者又过度强调暴力宣泄等不适宜接触的内容。分级管理制度的出台,对于网络游戏的精细化管理具有指导意义。

  现阶段,国内游戏的同质化倾向非常严重,健康的游戏产业环境尚未形成。网络游戏分级是方向,但是由谁来做是关键。田丰认为,游戏的管理问题不是哪个主体单靠一己之力就能解决的,应该在现有制度框架之下,政府、家庭、企业、学校、社会多方参与协同,在讨论中形成共识,在执行中齐抓共管,共同构建健康的游戏环境。


 来源: 《 人民日报 》


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How can the net swim be hot to solve the problem of "addiction"

Core reading

The arrival of winter vacation, how to prevent children addicted to online games, has become a problem for many parents. A consultancy agency data forecast: in 2018, the network game market size or will break through 234 billion 500 million yuan, the hand tour market is higher than expected. How big is the magic of the game? What are the hidden worries behind the scenery number? How to build a healthy and reasonable game environment? The reporter conducted a survey.

Why children love playing games

"Do not play games away from the times, in school hard to make friends"

"The child has a winter vacation, and a man is always playing a hand tour at home; I have to take him to the unit and let him sit on the opposite side of my desk." Mr. Chen, who works in a unit in Beijing, said helplessly.

"The school sports will become a hand tour." A parent complained that last year, the children's primary school held a sports meet to invite parents to participate. Many children went to their parents' mobile phones and played a game in the stands. The parents, children almost every day to play the game - "Ruanmoyingpao mobile phone play well will be popular, do not play games from the era, hard to make friends at school." The child explained the reason for playing the game.

At present, the hand tour business of Tencent, NetEase and other companies ushered in a new round of blowout growth. The animation, cultural and creative industries, represented by hand travel, have developed rapidly. On the subway, the "black" is seen everywhere in the restaurant. (when playing games, voice or face-to-face communication) players, the extent of the hand tour can be seen.

It is understood that the current popularity of mobile phone game has reached a high level in design, beautiful picture, rich scenes, fast game, players can use fragmented time to play anytime, anywhere. In addition to the registration, the operation is simple, the player only needs a very short time to master the operation. "There is no obstacle to the pupil's hand." A senior player, Xiao Zhang, said that compared with the "online game" that often takes a year or even longer in the past, now the speed of hand travel is fast, and players can achieve results in a short time. Xiao Zhang said he often met young players in games, and he felt that juveniles liked playing or competing with players who were older than themselves, because "they play with adults and feel like they are adults."

A strong social attribute is also a place where Internet games attract minors. Liu Mengfei, a lecturer in "game research and game practice" at Beijing Normal University, thinks that online games are essentially a set of meaningful systems with strong feedback and social functions. What juveniles are looking for in games is similar to that in real life. "They can be recognized and see the changes caused by the consequences of the behavior." "You play a virtual community role in the game, and other players will have feedback on your behavior," Liu Mengfei said. The children are easy to like when they are competitive and able to play a lot of fun. "

"I unloaded several times, but a friend called, and I got it back." A junior middle school player said.

How can control be more powerful

The anti addiction system has been repeatedly cracked, and the policy supervision and self-discipline of the industry need to be strengthened.

"Indulge" and "prevent addiction" are not new concepts. As early as 2007, eight ministries and commissions such as the General Administration of press and publication jointly issued the notice on the protection of Juveniles' physical and mental health, implementing the online game addiction prevention system, and asked all online game operators to try out the anti addiction system in all online games in April 15th of that year. The system uses the experience reward mode to develop punitive cuts for game revenue in unhealthy game time, forcing players to arrange game time reasonably.

However, in the past more than 10 years, from the World of Warcraft, hero League to Yin and Yang, and the glory of kings, the popular online games never seem to be affected. The system of anti addiction has almost become an ornament. "Obsessed" itself is an ambiguous concept. What is the standard? How long will the game be addicted? " Liu Mengfei suggested that addiction can be seen as a tendency or phenomenon, but if it involves the formulation of policy measures, it should be a strictly defined concept.

In addition, although the anti addicting system has proposed the real name system of game registration, in practice, "authentication" has become a very difficult problem. The transaction and fraudulent use of identity information has been repeatedly banned. Online players have also studied the way of anti addiction system. Reporters searched online for the key words of "hand Swim anti indulgence system cracking". The webpage soon showed "prevention of indulgence" and "how to relieve the minors under compulsory Tour".

The lack of the power of the game manufacturers is also an important reason why the anti addict system is hard to force. Tian Feng, deputy director of the Institute of youth and social studies, Chinese Academy of Social Sciences, believes that China's game industry is short of industry norms, and the protection of minors is seldom considered in the game design stage, which results in the lack of risk control in the field.

Tian Feng further points out that industry self-discipline is also critical. "The game industry is fundamentally a new industry. Development is rapidly changing, and the lag of policy is unavoidable. Tian Feng said, in this regard, enterprises need both selves, but also to deal with the policy, only the formation of the supervision mechanism within the industry, in order to overcome the problem, let the social function of "anti addiction real line".

How to build the environment better

Guide the child to arrange the time reasonably.


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