With the popularization of smart phones and the rapid development of 4G networks, while the mobile Internet has reshaped social relations, mobile games have also become an important part of my country's game market. Under this new social situation, more problems are brewing. Mobile games represented by "Honor of Kings" have achieved huge market benefits. However, due to the low threshold and lack of effective protection measures for minors, the problem of teenagers' addiction to games has become more serious. "Honor of Kings" has become the focus of public and media criticism. Today, this mobile game that is popular all over the country is becoming a "poison" in the mouths of many people from a "hot item" in the mobile game industry. For this reason, many parents choose to confiscate their children's mobile phones, and Tencent has also designed the "most stringent" anti-addiction system in history to address this problem. So, is it right to separate mobile phones, mobile Internet and teenagers through various means? Anti-addiction systems are not a panacea In fact, as early as 2007, under the active promotion of relevant departments, the "anti-addiction" system as a "savior of Internet addiction" for minors was established. However, according to statistics, one year before the anti-addiction system was launched, there were 31.12 million online game players in my country, one-third of whom were minors. After the system was launched, many game operators released online user data, indicating that the impact was not significant. The eight ministries and commissions combined to solve the problem back then, so of course Tencent is probably even more helpless. Moreover, the "anti-addiction" system has obviously more public opinion significance than its actual implementation value for Tencent. It is not surprising that the system was cracked on the first day of its launch. We have no reason to blame Tencent for doing this. Teenagers' understanding of and use of the Internet should be established under the guidance of their parents, and the blame for game addiction should not be forcibly placed on minors or game developers. Echo, project manager of NetQin's Young Pi project, said, "Children's addiction to games is often accompanied by rebellion, like a powder keg that can be ignited at any time. At this time, if family members can take the initiative to communicate with their children, conflicts can be avoided." Regarding the issue of minors being addicted to games, NetQin Youth believes that it is not enough to simply block them, but rather to guide them. Instead of simply restricting or blocking them, we should analyze the correct understanding of online entertainment for children, so that they will not fall behind in the face of challenges in the Internet era, nor fall into the trap of being addicted to games. New courses provide protection for young people As the rapid popularization of mobile Internet becomes an inevitable trend, it becomes more important to solve the problem of "Internet addiction" among teenagers that comes with it. In order to help children deeply understand the pros and cons of the Internet, learn how to use it correctly, gain knowledge from it, and get pleasure from it, NetQin Young People's Club has launched an "Internet Literacy Course" for teenagers in the Internet age, which is expected to become a compulsory course for teenagers in the context of the mobile Internet era. On the one hand, the Internet literacy course launched by NetQin Junior is to help children grow better in an era when the Internet environment and the real environment are increasingly integrated. By allowing children to perceive and understand the Internet environment, guiding children to reasonably participate in Internet activities, and cultivating children's ability to retrieve, identify and use Internet information. On the other hand, NetQin Youth’s Internet Literacy Course can not only cultivate children’s good Internet usage habits, but also guide them to use Internet tools to help solve problems encountered in life and study, and prepare them for lifelong independent learning. Through the smooth advancement of Internet literacy courses, from 2014 to the present, NetQin Young People has cooperated with 22 schools in 5 provinces, among which, about 1,600 online and offline Internet literacy courses were conducted, benefiting more than 5,000 students, nearly 40,000 people, and received more than 7,000 valid feedbacks. It can be seen that NetQin Young Player is contacting parents and teachers, trying to create an equal environment for children. Through this mutual respect, it guides children to establish a correct relationship with the Internet, providing a new solution for dealing with conflicts between games and minors. As a winner of Toutiao's Qingyun Plan and Baijiahao's Bai+ Plan, the 2019 Baidu Digital Author of the Year, the Baijiahao's Most Popular Author in the Technology Field, the 2019 Sogou Technology and Culture Author, and the 2021 Baijiahao Quarterly Influential Creator, he has won many awards, including the 2013 Sohu Best Industry Media Person, the 2015 China New Media Entrepreneurship Competition Beijing Third Place, the 2015 Guangmang Experience Award, the 2015 China New Media Entrepreneurship Competition Finals Third Place, and the 2018 Baidu Dynamic Annual Powerful Celebrity. |
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