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In order to effectively solve the problem of minors' addiction to online games, the General Administration of Press and Publication recently announced the "Anti-addiction System Development Standards (Trial)" for online games, which are as follows:
1. Determine the standard of healthy playtime.
1. Define the user's cumulative game time within 3 hours as "healthy" game time.
2. Define the user's cumulative 3 hours of gameplay and the 2 hours of continuous gameplay as "fatigue" gameplay time.
3. Define "unhealthy" game time as "unhealthy" when the user's cumulative game time exceeds 5 hours.
2. Promote users to develop healthy gaming habits.
1. In order to promote users to develop healthy game habits, so that users can enjoy the fun of games healthily, activate their thinking, and strengthen their brains, they must be limited and guided in game time.
Users pay the most attention to the revenue in the game, which is also the reason why users are addicted to the game for a long time. If the consumer can't make a sustained income, it won't last**. Therefore, the longer the health time is exceeded, the less the benefit will be, until it reaches zero.
2. In order to ensure that users use it moderately and have enough rest time, the interval time and income of the game are restricted and guided
1) According to the above considerations, the game income of different cumulative ** time is treated as follows: the cumulative ** time is less than 3 hours, and the game income is normal; Within 3-5 hours, the return drops to 50% of the normal value; After more than 5 hours, the gain drops to 0.
2) Since different games have different categories, it is recommended that the current role-playing online games, especially the games that will be used as pilots, be defined as "game income = experience points obtained in the game and virtual items obtained". If the gain is 50, the experience gained will be halved and the virtual items will be halved. If the income is 0, it means that you cannot earn experience points and cannot obtain virtual items.
3. Due to the complexity of the user's online and offline behavior, the following situations will occur, so the implementation method of time limit and prompt is as follows:
4) If the cumulative ** time exceeds 3 hours and enters the 4th 5th hour, a warning should be made at the beginning of entry: "You have entered the fatigue game time, your game income will drop to 50 of the normal value, please go offline as soon as possible to rest, do appropriate physical activity." Thereafter, warnings are to be given every 30 minutes.
5) If the cumulative ** time exceeds 5 hours and enters the 6th hour, a warning should be made at the beginning of entry: "You have entered an unhealthy game time, please go offline and rest immediately." If you don't, your health will be compromised, and your earnings will be reduced to zero.
Thereafter, warnings should be given every 15 minutes.
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As a result, there will be fewer people in Internet cafes, fewer e-sports competitions, and sales of some high-end gaming PCs will drop a lot.
Online game refers to an electronic game in which users interact and entertain through the computer Internet, usually using the Internet as the transmission medium, the game operator's server and the user's computer as the processing terminal, and the game client software as the information interaction window. Online games can achieve entertainment goals such as entertainment, leisure, communication, and virtual achievement.
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Hello, if you completely ban online games, the impact will be great, not just one person, one individual. It's an industry that's impacted. Therefore, the negative impact is still very large.
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Yes! Cessation will lead to serious damage to the capital industry chain, and some game esports streamers may end the future in the future.
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Yes, if a blanket ban leads to the closure of game production companies, the loss of jobs for people who make games and game commentary, and the disbandment of esports teams, how will these people be employed?
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Did the ban on opium save or harm people?
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Legal analysis: It is stipulated that minors are prohibited from playing games from 22 o'clock to 8 o'clock the next day, which means that from now on, minors who log in to the game with their real names will no longer have the possibility of staying all night. In addition, players under the age of 18 are not allowed to play for more than 3 hours on statutory holidays, and 1/2 hours per day at other times.
Strictly implement real-name registration and login requirements for online game users, and must not provide game services in any form to users who have not registered and logged in with their real names.
Legal basis: Article 2 of the "Notice on Preventing Minors from Becoming Addicted to Online Games" strictly controls the time period and duration of minors' use of online games. From 10 p.m. to 8 p.m. the next day, online gaming enterprises must not provide gaming services to minors in any form.
The total number of hours that online gaming enterprises provide gaming services to minors must not exceed 3 hours per day on legally-prescribed holidays, and must not exceed 3 hours per day at other times.
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Legal analysis: There are the "Interim Measures for the Administration of Online Games". With the rapid development of the Internet in China, online games have become a new form of online culture and an important cultural product for the masses to consume entertainment on the Internet.
The Ministry of Culture, as the competent department for online games, has earnestly performed its management duties and formulated the "Interim Measures for the Administration of Online Games" (hereinafter referred to as the "Measures"). The Measures are China's first departmental regulations specifically for the management and regulation of online games, which have a significant and far-reaching impact on the healthy and orderly development of online games in China.
Legal basis: Article 6 of the Measures for the Administration of Online Games clarifies the concepts of online games, online game online operations, online game virtual currency, and other related concepts: Online games refer to game products and services that are composed of software programs and information data, and are provided through the Internet, mobile communication networks, and other information networks, and their manifestations mainly include various online games that run in the form of clients, web browsers, and other terminals.
Online game operation refers to the business conduct of providing game products and services to the public through information networks and using user systems or charging systems. Online game virtual currency refers to a virtual exchange tool issued by an online game business unit, purchased directly or indirectly by online game users using legal tender in a certain proportion, existing outside the game program, stored in the server in the form of electromagnetic recording, and expressed in a specific digital unit.
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Legal Analysis: The Ministry of Culture has established the basic principles for engaging in online gaming activities, clarified the scope of application and the concepts of "online games", "online operation of online games", and "virtual currency for online games", and made institutional arrangements for the management of online game content, the protection of minors, business behavior, and the issuance and management of virtual currency.
The Measures require that online gaming enterprises require players to use valid ID cards for real-name registration and save user registration information. Enterprises shall make an announcement 60 days in advance of the termination or transfer of the operation rights of online games.
Legal basis: Cybersecurity Law of the People's Republic of China
Article 3: The state persists in placing equal emphasis on network security and informatization development, following the principles of active utilization, scientific development, lawful management, and ensuring security, advancing the establishment of network infrastructure and interconnection, encouraging innovation and application of network technology, supporting the cultivation of network security talent, establishing and completing network security safeguard systems, and increasing network security protection capabilities.
Article 4: The state is to draft and continuously improve network security strategies, clarifying the basic requirements and main goals for ensuring network security, and proposing network security policies, work tasks, and measures in key areas.
Article 5: The state is to employ measures to monitor, defend, and address network security risks and threats within and outside the territory of the People's Republic of China, to protect critical information infrastructure from attacks, intrusions, interference, and destruction, to punish illegal and criminal online activities in accordance with law, and to preserve cyberspace security and order.
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Legal analysis: The laws and regulations of online games are as follows: 1. Online game operation refers to the act of providing online game products and services through information networks and obtaining revenue.
Online game virtual currency refers to a virtual exchange tool issued by an online game business unit, purchased directly or indirectly by online game users using legal tender in a certain proportion, existing outside the game program, stored in the server in the form of electromagnetic recording, and expressed in a specific digital unit. 2. Where an online game business unit that has obtained an "Online Culture Business License" changes its name, domain name, legal representative or principal responsible person, registered address, business address, equity structure, and licensed business scope, it shall go through the change or filing formalities with the original license-issuing authority within 20 days of the change. Online gaming business units shall engage in online gaming business activities in accordance with the approved scope of operations. Online gaming business units shall display information such as the electronic label of the "Online Culture Business License" in conspicuous positions such as enterprises**, product clients, and user service centers.
Legal basis: Article 2 of the "Interim Measures for the Administration of Online Gaming" These Measures apply to business activities in the form of online game R&D and production, online game operations, online game virtual currency issuance, and online game virtual currency transaction services.
"Online games" as used in these Measures refers to game products and services that are composed of software programs and information data, and provided through the Internet, mobile communication networks, and other information networks.
Online game operation refers to the act of providing online game products and services through information networks and obtaining revenue.
Online game virtual currency refers to a virtual exchange tool issued by an online game business unit, purchased directly or indirectly by online game users using legal tender in a certain proportion, existing outside the game program, stored in the server in the form of electromagnetic recording, and expressed in a specific digital unit. Article 8: Where an online gaming business unit that has obtained an "Online Culture Business License" changes the unit's name, domain name, legally-designated representative or principal responsible person, registered address, business address, equity structure, and licensed business scope, it shall complete formalities for the change or filing with the original license-issuing organ within 20 days of the change.
Online gaming business units shall engage in online gaming business activities in accordance with the approved scope of operations.
Online gaming business units shall display information such as the electronic label of the "Online Culture Business License" in conspicuous positions such as enterprises**, product clients, and user service centers.
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Summary. Hello dear, it is a pleasure to serve you, regarding the game, there are a total of 12 legal provisions in our country, the legal provisions on games.
Hello dear, I am happy to serve you, about the game, our country has a total of 12 laws and regulations, 1. Basic law 1, "Cybersecurity Law of the People's Republic of China" (Standing Committee of the National People's Congress, Order No. 53 of the President of the People's Republic of China, adopted on November 7, 2016, effective as of June 1, 2017) 2, "Copyright Law of the People's Republic of China" (Standing Committee of the National People's Congress, Order No. 26 of the President of the People's Republic of China, adopted on September 7, 1990, Amended on October 27, 2001, revised and re-promulgated on February 26, 2010 and effective as of April 1, 2010) 3. Decision of the Standing Committee of the National People's Congress on Safeguarding Internet Security (Adopted and implemented by the Standing Committee of the National People's Congress on December 28, 2000) 4. Measures for the Administration of Internet Information Services (Order No. 292 of ***, ***, adopted on September 20, 2000, promulgated and implemented on September 25, 2000) General Administration of Press and Publication 1, "On Carrying Out Pairing'Private service'、'Plug-ins'Notice on Special Governance (General Administration of Press and Publication, Xin Chulian [2003] No. 19, promulgated and implemented on December 18, 2003) 2. Notice on Implementing the Provisions on the "Three Determinations" and the Relevant Interpretations of the Compilation and Office of the People's Republic of China to Further Strengthen the Administration of Pre-approval of Online Games and Approval of Imported Online Games (General Administration of Press and Publication, Xin Chulian No. 13, issued and implemented on September 28, 2009) 3. Notice on Initiating Real-Name Verification of Online Game Addiction Prevention (General Administration of Press and Publication**Civilization Office, Ministry of Education, Ministry of Public Security, Ministry of Industry and Information Technology, Communist Youth League**, All-China Women's Federation, China Working Committee for the Care of the Next Generation, Xin Chulian 2011 No. 10, issued and implemented on July 1, 2011) 4. Notice on In-depth Development of Real-Name Verification of Online Games to Prevent Addiction (General Administration of Press and Publication, Xin Guang Chu Ban Fa [2014] No. 72, issued on July 25, 2014, effective as of October 1, 2014) 5. Provisions on the Administration of Online Publishing Services (Decree No. 5 of the State Administration of Press, Publication, Radio, Film and Television, Ministry of Industry and Information Technology, State Administration of Press, Publication, Radio, Film and Television, adopted on August 20, 2015, effective as of March 10, 2016) 6. "Notice on the Management of Mobile Game Publishing Services" (General Administration of Press and Publication, Xinguang Banfa No. 44, issued on May 24, 2016, effective as of July 1, 2016) 3. Ministry of Culture 1, "Interim Measures for the Administration of Online Games" (Ministry of Culture, Ministry of Culture Order No. 49, Adopted on March 17, 2010, implemented on August 1, 2010, revised on December 15, 2017) 2. Notice of the Ministry of Culture on Regulating the Operation of Online Games and Strengthening the Supervision During and After the Event (Ministry of Culture, Wen Shi Fa No. 32, 2016, issued on December 1, 2016, effective as of May 1, 2017).
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