As video games continue to come under attack by the Chinese government over their addictiveness and health effects, one of the biggest gaming companies on Monday announced that it would impose significant restrictions on young players, including extending the age verification system and restricting daily gaming Part of a new "health care system".
Tencent from Shenzhen told WeChat that players over the age of 12 can only play for one hour a day and that they can not play between 9pm. and 8 am, teens between the ages of 13 and 18 can play two hours a day.
Many of the restrictions-including identity checks using police records and younger time restrictions on gameplay-have been in effect since September for one of the company's biggest games, "Honor of Kings." The company said it also tested facials. Recognition technology.
The company said it would apply the restrictions to nine other popular games before the end of the year. All games will be covered in 2019.
The regulators in China dealt with the gambling industry over the past year to address gambling addiction and growing myopia. In March, the government stopped approving new games and issued guidelines to reduce adolescent electronics consumption. Tencent, the world's largest revenue-generating gaming company, was hit hard by the crackdown. Since peaking in January, Tencent's market value has fallen $ 250 billion as Bloomberg News says regulatory money is being lost.
Tencent's gambling regulations will require a lot of work for the company, which, according to Newzoo, has to verify the identity of some 600 million Chinese players. However, in the WeChat contribution, the company said it had a responsibility to fight gambling addiction and said it would seek more "cutting-edge technology" to protect young players in the future.
While China is taking a decidedly drastic approach, video game addiction has recently gained international attention and criticism for players of all ages. In June, the World Health Organization added gambling addiction to its International Classification of Diseases. The label says, however, that "game disruptions" – where games overshadow all other wishes over a period of more than a year – are very rare and affect at most 3 percent of gamers. The American Psychiatric Association identified Internet Gaming Disorder as an area for further investigation in the 2013 version of the Diagnostic and Statistics Handbook for Mental Disorders, the central source for the detection and diagnosis of disorders in the United States. It still has to be officially added.
Fortnite, home to millions of players and generating more than $ 1 billion in revenue, was at the heart of the gambling addiction debate in the United States. While parents have difficulty coping with their kids' playing time, professional sports coaches are facing a similar battle with their players. The worry that the time she has spent playing video games undermines the practice and sleep of professional athletes.
There are private institutions in the US that help rehabilitate game and technology-dependent ones, but many say that technology companies must take responsibility and change their products to make them less addictive. Both Apple and Google have recently introduced settings that track usage time and limit usage.