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These means in mobile games, you have to admit that it is "clever"

In recent years, with the rapid development of Science and Technology in China and the popularity of smart phones, the mobile game industry has shown great vitality. Mobile games with the advantages of free Internet time, random Internet location, convenient operation methods, etc., up to the sixty or seventy-year-old people, as young as three or four years old children, are not tired of hand play.

These means in mobile games, you have to admit that it is "clever"

The image comes from the Internet

However, with the rise of mobile games and the uneven age of the playing objects, there have also been some problems that have caused greater public opinion.

First of all, the age of the Internet subjects is generally a group of teenagers, which can easily lead to addiction due to excessive addiction to games and abandonment of academic matters. On this basis, many netizens have diverged over the abandonment of their studies due to their children's addiction to online games. Some netizens believe that the main task of teenagers is to study hard and accumulate knowledge, rather than spending most of their time playing games, and suggest that the state introduce relevant policies for the mobile game industry to restrict minors from carrying out online games.

But another part of the network said that they have been playing games online since they were young, and now they are also out of the crowd, making a lot of money, and successfully becoming the boss. Whether a person is successful or not, it is not to restrict teenagers from playing games, but it should be related to family education and environment, teenagers are addicted to online games, on the one hand, it is related to family education, rather than simply sanctioning the game industry. I used to play games before, and I didn't reach the point where I was addicted and abandoned my studies.

These means in mobile games, you have to admit that it is "clever"

In response to the suggestions of the above netizens, the domestic mobile game industry has also introduced relevant restrictions, such as restricting game time, adults more than 5-6 hours a day to force can not continue to play games; minors can not exceed 2 hours a day and other measures. But recently Hu Weng found that these measures alone are far from achieving the purpose of preventing teenagers from addicting to the Internet.

First, adolescents are a special group that generally has less social experience, is curious about new things, and has difficulty resisting temptations from the outside. Second, the self-control of teenagers is low, and it is not like some netizens say that children's addiction to online games is all the reason for parents, and they have not been addicted to games before. Low self-control is common among adolescents, and if families and society do not intervene, it is very easy to trigger mass indulgence in game incidents. For netizens who say these words, they only pay attention to their own particularities and ignore the differences in the physical and mental development of adolescents, and these differences are phenomena that occur in young and old groups. Third, most of the games children play now come from the parents' mobile phone login to play, and minors cannot restrict them, resulting in too long online time.

These means in mobile games, you have to admit that it is "clever"

However, some game platforms are only aimed at the policies introduced by the state and are forced to take certain measures under pressure, but these so-called "measures" are rubbing the edge under the guise of anti-addiction. Hu Weng is also a gamer, once for a period of time because of work reasons for a long time did not log in to the game, resulting in the star of his account's dan position, had to restart the game that has been forgotten. That is to say, on the one hand, the game platform says to prevent addiction to the game, and on the other hand, it deliberately lures you to play the game, otherwise it will make a penalty such as dropping the star. If you don't play the game and are punished, isn't this just a disguise to make you continue to play the game? Isn't that contrary to the original intention of anti-addiction and the game platform?

These means in mobile games, you have to admit that it is "clever"

In addition, the game itself belongs to the company's products, and it is a profit-making industry. If the game wants to be profitable, the game recharge is indispensable. In daily life, we often find that many minors will recharge in the game to buy the corresponding equipment and skins, thereby increasing the experience effect of the game, so there are some children in the game to recharge thousands of tens of thousands or even hundreds of thousands, resulting in difficult news in family life. But the state has clearly stipulated that minors can not recharge money on the Internet, of course, game companies are also quite cooperative, introduced some measures, but ...

People who often play games know that as soon as you log in to the game page, the first thing that pops up is a lot of recharge activities and advertisements, the page is smooth and bright, the content is attractive, and if you are not careful, you will click into it. As an enterprise, they can not do too much no matter how gorgeous they are, but enterprises should also bear corresponding social responsibilities. Hu Weng once saw that after a minor entered because of the activity of clicking on the page, he found that the content was still "cost-effective", and he did not hesitate to click to recharge to participate in the game, if it were not for my slight reminder, he might have completed the recharge.

These means in mobile games, you have to admit that it is "clever"

On the one hand, these game companies hype up that minors are not allowed to participate in game recharge, on the other hand, they engage in another set, put gorgeous recharge advertisements into the home page, thus triggering the occurrence of minor recharge incidents, is this the responsibility of the enterprise, or the responsibility of the family? In industries with low cost of accessing the Internet, such as mobile games, the public objects that really go online belong to a group of students. Their understanding of money is very different from that of people who have already worked, because they have not worked out and do not know the hard work of making money, which leads to being lavish in terms of recharge. People who have already worked are much more cautious in terms of money expenditure, and according to survey data, teenagers account for more than half of the mobile game recharge. Some mobile game companies have seized this point to find a breakthrough in game activities, ostensibly restricting the consumption of minors, but in fact, the muzzle of the gun is still aimed at the group of minors.

These means in mobile games, you have to admit that it is "clever"

For the "restriction" means in these mobile games, laymen are certainly supportive, but if you think about it, you have to admire their means "clever".

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