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亚洲电子竞技中心之一韩国因游戏成瘾的人数正在增加 |出海韩国游戏岛群第94期

2020-02-20 14:05:32

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东京-您是否“感到与他人孤立?”您是否“尽管发生了负面后果仍继续游戏”?您是否“尝试控制或停止游戏活动时系统性失败”?

 

这些问题是由塔斯马尼亚大学的Halley Pontes领导的一个跨国心理学家小组提出的,目的是帮助识别“游戏障碍”的征兆,这是对视频游戏的有害瘾。他们的测试可在线获得,已在英国和中国的560名游戏玩家中试用。其中超过6%的人符合世界卫生组织关于游戏障碍的标准。

 

今年5月,WHO将游戏障碍正式归类为医学疾病,将其定义为“一种游戏行为模式……其特征是对游戏的控制力受到削弱,并且在其他方面,对游戏的重视程度高于其他活动,游戏优先于其他兴趣和日常活动。”

 

随着越来越多的年轻消费者可以通过手机使用游戏,并且他们的设计变得更加善于触发强迫行为,以促使用户在游戏内购买上花费更多的钱,这种情况正在上升。

 

手机游戏是通过向经常免费访问基本游戏的玩家出售其他内容而获得的大部分收入;这意味着促使玩家采取强迫行为符合他们的利益。 Ace Research Institute的高级分析师安田英树(Hideki Yasuda)表示,诸如“抢劫箱”之类的战术可能特别引人注目。这些是嵌入游戏中的虚拟宝箱。玩家必须支付一定的费用才能解锁宝藏,而又不知道里面存在什么样的奖励。

 

Yasuda说:“战利品箱永远不会停止。” “无法控制自己的游戏玩家可能会注入惊人的数量。”

 

财务成本只是成瘾的负面后果之一,成瘾还与攻击行为,抑郁和焦虑有关。这个问题在亚洲尤为严重,那里的智能手机普及率很高,在线游戏已成为休闲和观赏性运动的开端,各国政府争相加强法规并制定预防计划。

 

韩国是该地区最大的游戏市场之一,也是专业电子竞技的全球枢纽。韩国卫生部表示,它们将反映世卫组织对游戏障碍的立场,并将努力解决有问题的行为,例如在游戏方面的强迫性支出。游戏购买。但首尔国立大学工程学教授李德柱(Lee Deok-joo)领导的一份报告估计,将游戏成瘾归类为一种疾病可能会使韩国损失多达11万亿韩元(93亿美元)的收入。

 

自去年以来,中国政府一直采取强硬路线,限制访问以限制游戏时间,并一度限制了可以投放市场的游戏数量。 3月,中国最大的运营商之一腾讯控股(Tencent Holdings)开始要求父母允许未成年人首次玩在线游戏。 7月,该公司扩大了该限制范围,以限制未成年人在一天中的某些时间访问游戏。

 

日本厚生劳动省估计,大约有930,000名初中和高中生遭受网络成瘾的困扰,主要是在线游戏的形式。在过去五年中,这一数字翻了一番。

 

日本致力于帮助游戏成瘾者的私人组织Oneness Group的Yuura Kimura说,过去两年来,寻求建议和帮助的电话激增。他说:“其中许多是未成年人。'Fortnite'和'Knives Out'似乎是目前受苦人数最多的两个游戏。”他指的是两个在线多人手机游戏,这些游戏加起来拥有超过3.5亿注册用户。



韩国游戏主题活动分享报名

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Asia's esports hubs rattled by the rise in game addiction

 

TOKYO -- Do you "feel isolated from others?" Have you "continued gaming despite the occurrence of negative consequences?" Do you "systematically fail when trying to control or cease your gaming activity?"

 

These questions were developed by a multinational team of psychologists, led by Halley Pontes at the University of Tasmania, in order to help identify the signs of "gaming disorder," a damaging addiction to video games. Their test, which is available online, was trialed on a group of 560 gamers in the U.K. and China. More than 6% of them met the World Health Organization's criteria for gaming disorder.

 

In May, gaming disorder was officially classified as a medical disease by the WHO, which defined it as "a pattern of gaming behavior ... characterized by impaired control over gaming [and] increasing priority given to gaming over other activities to the extent that gaming takes precedence over other interests and daily activities."

 

The condition is on the rise, as games become more accessible to young consumers through mobile phones, and as their designs become more adept at triggering obsessive behavior in order to drive users to spend more money on in-game purchases.

 

Mobile games derive the majority of their revenue by selling additional content to players, who have often accessed the base game for free; this means it is in their interests to nudge players toward compulsive actions. Tactics such as "loot boxes" can be particularly compelling, according to Hideki Yasuda, senior analyst at Ace Research Institute. These are virtual treasure chests embedded in games; players have to pay a certain amount in order to unlock the treasure without knowing the kind of reward that lies inside.

 

"Loot boxes can be never-ending," said Yasuda. "Gamers, unable to control themselves, could inject an astounding amount."

 

The financial cost is only one of the negative consequences of addiction, which has also been linked to aggressive behavior, depression and anxiety. The problem is particularly acute in Asia, where smartphone penetration is high and online gaming has taken off both for leisure and as a spectator sport, and governments are scrambling to tighten regulations and to build prevention programs.

 

In South Korea, one of the largest game markets in the region and a global hub for professional esports, the health ministry has signaled that they will reflect the WHO's stance on gaming disorder and will try to address problematic behavior, such as compulsive spending on in-game purchases. But a report led by Lee Deok-joo, an engineering professor at Seoul National University, estimates that classifying game addiction as a disorder could cost South Korea up to 11 trillion won ($9.3 billion) in lost revenue.

 

The Chinese government has taken a hard line since last year, limiting access to try to curb playing time and at one point restricting the number of games that could be launched into the market. In March, one of the country's largest operators, Tencent Holdings, started requiring parents' permission for minors to play online games for the first time; in July, the company extended that to restrict minors' gaming access during certain times of the day.

 

Japan's Ministry of Health, Labor and Welfare estimates that around 930,000 junior and senior high school students suffer from internet addiction, mainly in the form of online gaming. This figure has doubled in the last five years.

 

Yuya Kimura of Oneness Group, a private organization in Japan that helps game addicts, says phone calls asking for advice and help have surged in the last two years. "Many of them are minors. 'Fortnite' and 'Knives Out' seem to be the two most popular games right now among those suffering," he said, referring to two online multiplayer mobile titles which, combined, have over 350 million registered users.


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