For a player, especially a minor player, he is no stranger to the word "anti-addiction". A recent announcement by Tencent has pushed "anti-addiction" to the forefront of public opinion:
With "Glory of the King" and "Peace Elite" as pilot projects, seniors over 60 years old need to pass face authentication to recharge more than 1,000 yuan per natural month to continue the process.
Elderly players, kings of glory, face recognition, a few seemingly unmatched phrases together, make people confused for a while. Minors lack self-control, and it is understandable to introduce an anti-addiction system for control. How can the elderly who "know the fate" also need to prevent addiction?
Behind this is actually a "spy war" game involving minors and the anti-addiction system.
There is a fire line between leisure and indulgence
Be blocked, deceive the system, and bypass restrictions. Don't get me wrong. This is not a hacking operation, but a "cat and mouse game" between minor players and the anti-addiction system.
Since the anti-addiction system was born in 2007, it has gone through 13 years. During this period, it has experienced a tortuous process of being broken, perfected, broken again, and upgraded again.
If you set the time back more than ten years, in the entertainment environment at that time, "games" are often linked to negative words such as myopia and depravity. In the eyes of parents, video games are the biggest enemy of children's growth and academics. , The anti-addiction system officially landed.
Cumulative online time exceeds 3 hours and starts to be halved, and the profit for more than 5 hours is zero. I believe that many old players still have a profound impact on the restrictions on the first generation of anti-addiction.
The vision of anti-addiction is beautiful. It does not deny that children need moderate play time to entertain their bodies and minds. At the same time, it proposes that playing time needs to be properly controlled. However, the implementation of the anti-addiction policy is terrible, just like an expensive but expensive The Maginot line was easily breached.
Since 2007, the anti-addiction system has been added to every online game. Every player needs to fill in their ID number when registering an account. If they are identified as a minor, they will activate the anti-addiction protection. What is the cost of anti-addiction?
The answer is that it only takes less than 30 seconds. There is no doubt that this kind of anti-addiction system that only looks at the ID number is tasteless. Children who are entertaining only need to use "anti-addiction + ID" in the search engine to find out a lot of adult identities who can pass the customs. The ID number and the lack of verification make anti-addiction useless.
For a long time, both game companies and policy makers have been unable to use this kind of tricks. The key reason is that it is difficult to determine whether a player is a minor or not.
Until the direction of the game of underage players was collectively transferred from the PC to the mobile terminal, this war of anti-addiction took a new turn. Playing on the mobile terminal means that mobile phone hardware can be used to assist in identifying the age of the player.
Tencent's growth guard platform has discussed many solutions to the widespread "identity card fraud" problem, including calling the phone camera to take photos of the player, analyzing the age of the player through AI, and "personally" confirming whether the player needs anti-addiction protection.
▲Picture from: Credabl
After continuous improvement in accuracy, Tencent’s growth guard platform officially applied “face recognition” technology on a large scale in June this year. When the player’s operating habits and playing time were identified by the algorithm as “suspected minors”, It will automatically trigger the "face recognition" authentication; if the facial recognition fails, it will be included in the strict anti-addiction monitoring.
The addition of "Face Recognition" plugged the loopholes in Tencent's anti-addiction system that has been criticized for a long time. It is also a big victory for this anti-addiction camp "battle" bear kids. It is no longer valid to simply use the ID information collected on the Internet to confuse the pass. Without an adult face, the time in the Canyon of Kings is limited to 1.5 hours every day, and it is set from 22:00 to 8:00 the next day. A "curfew" time for banning play.
According to Tencent’s sharing on the Minor Guardian Forum at the 2020 China Game Industry Annual Conference, in the past month, 10.49 million minor accounts were “kicked” by the system every day for logging in for more than 1.5 hours. In addition, the face recognition upgrade was launched. Afterwards, an average of 3.51 million suspected underage accounts trigger facial recognition every day.
▲ In fact, being certified as a minor can’t get rid of the anti-addiction. Behind the help is another story about fraud and illegal production.
But this does not mean that the upgraded anti-addiction system is unbreakable. In fact, if you open the posts of "Glory of the King", "Peace Elite", etc., you can see that the children whose minds are in an unconstrained stage are making this kind of creation. The force talent is used in the confrontation with the anti-addiction system.
The easiest way to crack is to trick parents who are not sensitive to technology into doing face recognition verification for them for reasons such as selfies. For this reason, Tencent had to add voice broadcasts such as "You are recharging the game" during face recognition to remind the blind Parents in the dark.
And the grandparents who don’t know anything about Internet technology are the first choice for anti-addiction verification in the eyes of children. They secretly use the elderly’s ID card for authentication, act like a baby and let the grandparents help face recognition, confusion and anti-addiction system, and use the room between grandparents. Intimacy in exchange for unlimited game time. The emergence of more and more "pseudo-senior" accounts has forced Tencent to include elderly accounts in anti-addiction management.
▲ It only costs about 20 yuan to purchase an account with real-name authentication
For middle and high school students, those who know how to use the power of the Internet have also developed higher-level breakthrough methods. Buying an adult-certified account on the game account trading platform as your own trumpet is already a tacit secret for every small player.
As a result, many black industry chains have been born. For example, the "number dealers" who sell accounts in major game forums will provide after-sales service of "face-brushing" for the sold accounts. When the game is in progress, face recognition pops up. At the time, contact the "number dealer" to switch the device and have an adult help to pass the verification.
"The road is a foot high, the magic is a foot high" will be the best footnote to this spy war. Until more public regulatory resources are tilted, the game companies and the playful children will continue to play tricks.
This year's children need more "anti-addiction" than in the past
According to the statistics of the Internet Usage Report by Chinese Minors (2020), the Internet penetration rate of minors has reached 99.2%, which is much higher than the overall Internet penetration rate in my country (64.5%). For Generation Z, the Internet aborigines will be them The most distinctive feature.
For these young people with relatively weak self-control and low threshold for external stimuli, it is indeed easy for them to ignore many real-life problems, such as blurring the concept of money.
For Generation Z, who grew up in the era of mobile payment, payment has become easier than ever. To buy anything you want, you only need to enter 6 simple numbers, and the invisible balance changes behind it seem to be irrelevant.
When the behavior of consumption becomes more and more senseless, and the concept of money is diluted into a series of simple numbers, for minors who are not mature enough, knowing the parent’s payment password is like opening a Pandora’s box. What followed was jaw-dropping uncontrolled consumption.
Every once in a while, on news platforms, we can always see news related to the recharge of mobile games for minors. The large sums of money originally used for loan repayment, medical treatment, and living expenses were squandered by children in a short time. These stories are Behind is often the despair of the whole family.
▲ The bragging rights of minors are often ignored by parents
In a recent report by Nanfengchuang, a parent was mentioned and found that the balance of WeChat wallet suddenly dropped by several thousand yuan. At the same time, he was shocked and chose to call Tencent's customer service number for the first time to find out. In the end, it turned out to be the same. The well-behaved son secretly used the QQ super membership and purchase game skins for every classmate in the class.
Recharging the virtual world has become an important way for minors to gain attention and find a sense of self-worth, which is often unaware of many parents. The teacher-in-chief of B station Up began to collect the exposed news about the huge recharge of minors in 18 years. There have been 367 cases, of which the amount involved is as high as 24.57 million yuan.
To this end, the anti-addiction system not only restricts the playing time of underage players, but also locks in the amount of game recharge.
For example, mobile games under Tencent and NetEase will have different upper limits based on age ranges, with 8 years old, 16 years old, and 18 years old as the age range nodes, and the maximum monthly accumulated recharge shall not exceed 400 yuan. In games on the Tencent platform, adding face recognition authentication when recharging can further reduce the risk of being stolen by minors.
However, technical means can only cure the symptoms, not the root cause. Preventing addiction has never been a simple technical problem. It requires the participation of the entire society. In this process, the role of parents is particularly important.
"Blocking" and "Sparse" to prevent addiction
According to data from the "2020 Game Industry Report", the revenue of the game industry this year reached 278.687 billion yuan, and the number of game users reached 665 million. The game industry has become a cultural and entertainment industry that cannot be ignored.
We can no longer simply demonize games and protect minors by boycotting games.
In a recent interview with Mario's father, Shigeru Miyamoto, he mentioned his views on children's addiction to games. As a Nintendo Ace game designer, as well as the father of two children and the grandfather of one child, Shigeru Miyamoto said he never worried that his children would be addicted to games.
He explained that this is because he understands the child’s mentality of "the game cannot be interrupted until the save point" and agrees that the game will bring a smile to the child’s face, but when the weather is good, he always encourages them to walk outside .
Mutual understanding between family members is precious. Compared to worrying about children falling into the big net of addicted to games, it is more important as a parent to understand why children love to play games, give correct guidance and planning for games, and provide other than games. More diverse entertainment.
Coincidentally, the 65-year-old fairy tale king Zheng Yuanjie often shares his experience of playing "Peace Elite" games with his granddaughter. When asked what he thinks of children’s indulging in games, he responded with the usual humorous Zheng Yuanjie’s logic: “We ask children how long they must play games every day. As a result, children don’t like to play games.”
Minors will not give up playing games because they are restricted, nor will they pick up books because they put down their phones. It will inevitably be counterproductive to educate them with rude commands to make them follow the rules.
Games are just one of many entertainments. When we focus on discussing how games stimulate the secretion of dopamine in minors and lead to addiction, we may wish to rethink why these small players have lost interest in the real world.
At present, Tencent, Netease, Mihayou and other game companies are launching corresponding "growth platforms". The focus of preventing addiction has shifted from restricting underage players to serving parents. The purpose is to help parents understand their children's game behavior and provide softness. The growth and care guidelines allow parents to join in this minor game anti-addiction war.
The anti-addiction system is only the last lock between the minor and the game. Parents who want to rely solely on the game company and industry policies to continuously strengthen this "lock" without taking up the responsibility of supervision, no one can prevent it. The child is addicted to games.
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