+Follow
6虎虎生威6
No personal profile
1027
Follow
7
Followers
0
Topic
0
Badge
Posts
Hot
6虎虎生威6
2022-12-10
1
@经济观察报:銀聯商務總裁王炎方:逐步轉型爲一家科技公司、數據公司
6虎虎生威6
2021-09-08
1
When playing King of Glory becomes a "cat and mouse game"
6虎虎生威6
2021-06-29
666
Nvidia's stock price surpassed $800 for the first time, currently up over 5%, with its total market capitalization approaching $500 billion.
6虎虎生威6
2021-06-09
misszme
Go to Tiger App to see more news
{"i18n":{"language":"en_US"},"userPageInfo":{"id":"3556421923259632","uuid":"3556421923259632","gmtCreate":1593328750307,"gmtModify":1618367803910,"name":"6虎虎生威6","pinyin":"6hhsw66huhushengwei6","introduction":"","introductionEn":"","signature":"","avatar":"https://static.tigerbbs.com/4a9d26976694fcb272a962accfd94cb0","hat":null,"hatId":null,"hatName":null,"vip":1,"status":2,"fanSize":7,"headSize":1027,"tweetSize":29,"questionSize":0,"limitLevel":999,"accountStatus":4,"level":{"id":2,"name":"无畏虎","nameTw":"無畏虎","represent":"初生牛犊","factor":"发布3条非转发主帖,1条获得他人回复或点赞","iconColor":"3C9E83","bgColor":"A2F1D9"},"themeCounts":0,"badgeCounts":0,"badges":[],"moderator":false,"superModerator":false,"manageSymbols":null,"badgeLevel":null,"boolIsFan":false,"boolIsHead":false,"favoriteSize":1,"symbols":null,"coverImage":null,"realNameVerified":"success","userBadges":[{"badgeId":"1026c425416b44e0aac28c11a0848493-4","templateUuid":"1026c425416b44e0aac28c11a0848493","name":"Tiger Star","description":"Join the tiger community for 2000 days","bigImgUrl":"https://static.tigerbbs.com/dddf24b906c7011de2617d4fb3f76987","smallImgUrl":"https://static.tigerbbs.com/53d58ad32c97254c6f74db8b97e6ec49","grayImgUrl":"https://static.tigerbbs.com/6304700d92ad91c7a33e2e92ec32ecc1","redirectLinkEnabled":0,"redirectLinkType":null,"redirectLink":null,"redirectLinkValidityFrom":null,"redirectLinkValidityTo":null,"hasAllocated":1,"isWearing":0,"stamp":null,"stampPosition":0,"hasStamp":0,"allocationCount":1,"allocatedDate":"2026.04.23","exceedPercentage":null,"individualDisplayEnabled":0,"backgroundColor":null,"fontColor":null,"individualDisplaySort":0,"categoryType":1001,"isScarce":0,"effectEnabled":0,"plateImgUrl":null,"plateColors":null,"validityTo":null,"validityToTimestamp":null,"wearingSort":0},{"badgeId":"972123088c9646f7b6091ae0662215be-2","templateUuid":"972123088c9646f7b6091ae0662215be","name":"Master Trader","description":"Total number of securities or futures transactions reached 100","bigImgUrl":"https://static.tigerbbs.com/ad22cfbe2d05aa393b18e9226e4b0307","smallImgUrl":"https://static.tigerbbs.com/36702e6ff3ffe46acafee66cc85273ca","grayImgUrl":"https://static.tigerbbs.com/d52eb88fa385cf5abe2616ed63781765","redirectLinkEnabled":0,"redirectLinkType":null,"redirectLink":null,"redirectLinkValidityFrom":null,"redirectLinkValidityTo":null,"hasAllocated":1,"isWearing":0,"stamp":null,"stampPosition":0,"hasStamp":0,"allocationCount":1,"allocatedDate":"2025.10.23","exceedPercentage":"80.31%","individualDisplayEnabled":0,"backgroundColor":null,"fontColor":null,"individualDisplaySort":0,"categoryType":1100,"isScarce":0,"effectEnabled":0,"plateImgUrl":null,"plateColors":null,"validityTo":null,"validityToTimestamp":null,"wearingSort":0},{"badgeId":"44212b71d0be4ec88898348dbe882e03-1","templateUuid":"44212b71d0be4ec88898348dbe882e03","name":"Boss Tiger","description":"The transaction amount of the securities account reaches $100,000","bigImgUrl":"https://static.tigerbbs.com/c8dfc27c1ee0e25db1c93e9d0b641101","smallImgUrl":"https://static.tigerbbs.com/f43908c142f8a33c78f5bdf0e2897488","grayImgUrl":"https://static.tigerbbs.com/82165ff19cb8a786e8919f92acee5213","redirectLinkEnabled":0,"redirectLinkType":null,"redirectLink":null,"redirectLinkValidityFrom":null,"redirectLinkValidityTo":null,"hasAllocated":1,"isWearing":0,"stamp":null,"stampPosition":0,"hasStamp":0,"allocationCount":1,"allocatedDate":"2025.03.08","exceedPercentage":"60.71%","individualDisplayEnabled":0,"backgroundColor":null,"fontColor":null,"individualDisplaySort":0,"categoryType":1101,"isScarce":0,"effectEnabled":0,"plateImgUrl":null,"plateColors":null,"validityTo":null,"validityToTimestamp":null,"wearingSort":0},{"badgeId":"cbe1c45c584340f3bd9ae6c77e0e9981-1","templateUuid":"cbe1c45c584340f3bd9ae6c77e0e9981","name":"Academy Experiencer","description":"5 lessons learned","bigImgUrl":"https://community-static.tradeup.com/news/fb5ae275631fb96a92d475cdc85d2302","smallImgUrl":"https://community-static.tradeup.com/news/c2660a1935bd2105e97c9915619936c3","grayImgUrl":null,"redirectLinkEnabled":0,"redirectLinkType":null,"redirectLink":null,"redirectLinkValidityFrom":null,"redirectLinkValidityTo":null,"hasAllocated":1,"isWearing":0,"stamp":null,"stampPosition":0,"hasStamp":0,"allocationCount":1,"allocatedDate":"2022.08.05","exceedPercentage":null,"individualDisplayEnabled":0,"backgroundColor":null,"fontColor":null,"individualDisplaySort":0,"categoryType":2006,"isScarce":0,"effectEnabled":0,"plateImgUrl":null,"plateColors":null,"validityTo":null,"validityToTimestamp":null,"wearingSort":0},{"badgeId":"7a9f168ff73447fe856ed6c938b61789-1","templateUuid":"7a9f168ff73447fe856ed6c938b61789","name":"Knowledgeable Investor","description":"Traded more than 10 stocks","bigImgUrl":"https://static.tigerbbs.com/e74cc24115c4fbae6154ec1b1041bf47","smallImgUrl":"https://static.tigerbbs.com/d48265cbfd97c57f9048db29f22227b0","grayImgUrl":"https://static.tigerbbs.com/76c6d6898b073c77e1c537ebe9ac1c57","redirectLinkEnabled":0,"redirectLinkType":null,"redirectLink":null,"redirectLinkValidityFrom":null,"redirectLinkValidityTo":null,"hasAllocated":1,"isWearing":0,"stamp":null,"stampPosition":0,"hasStamp":0,"allocationCount":1,"allocatedDate":"2021.12.21","exceedPercentage":null,"individualDisplayEnabled":0,"backgroundColor":null,"fontColor":null,"individualDisplaySort":0,"categoryType":1102,"isScarce":0,"effectEnabled":0,"plateImgUrl":null,"plateColors":null,"validityTo":null,"validityToTimestamp":null,"wearingSort":0},{"badgeId":"a83d7582f45846ffbccbce770ce65d84-1","templateUuid":"a83d7582f45846ffbccbce770ce65d84","name":"Real Trader","description":"Completed a transaction","bigImgUrl":"https://static.tigerbbs.com/2e08a1cc2087a1de93402c2c290fa65b","smallImgUrl":"https://static.tigerbbs.com/4504a6397ce1137932d56e5f4ce27166","grayImgUrl":"https://static.tigerbbs.com/4b22c79415b4cd6e3d8ebc4a0fa32604","redirectLinkEnabled":0,"redirectLinkType":null,"redirectLink":null,"redirectLinkValidityFrom":null,"redirectLinkValidityTo":null,"hasAllocated":1,"isWearing":0,"stamp":null,"stampPosition":0,"hasStamp":0,"allocationCount":1,"allocatedDate":"2021.12.21","exceedPercentage":null,"individualDisplayEnabled":0,"backgroundColor":null,"fontColor":null,"individualDisplaySort":0,"categoryType":1100,"isScarce":0,"effectEnabled":0,"plateImgUrl":null,"plateColors":null,"validityTo":null,"validityToTimestamp":null,"wearingSort":0}],"userBadgeCount":6,"currentWearingBadge":null,"individualDisplayBadges":null,"crmLevel":2,"crmLevelSwitch":0,"location":null,"starInvestorFollowerNum":0,"starInvestorFlag":false,"starInvestorOrderShareNum":0,"subscribeStarInvestorNum":0,"ror":null,"winRationPercentage":null,"showRor":false,"investmentPhilosophy":null,"starInvestorSubscribeFlag":false},"baikeInfo":{},"tab":"post","tweets":[{"id":629572952,"gmtCreate":1670679218578,"gmtModify":1676538415924,"author":{"id":"3556421923259632","authorId":"3556421923259632","name":"6虎虎生威6","avatar":"https://static.tigerbbs.com/4a9d26976694fcb272a962accfd94cb0","crmLevel":2,"crmLevelSwitch":0,"followedFlag":false,"idStr":"3556421923259632","authorIdStr":"3556421923259632"},"themes":[],"title":"","htmlText":"1","listText":"1","text":"1","images":[],"top":1,"highlighted":1,"essential":1,"paper":1,"likeSize":0,"commentSize":0,"repostSize":0,"link":"https://ttm.financial/post/629572952","repostId":"629571849","repostType":1,"repost":{"id":629571849,"gmtCreate":1670672601000,"gmtModify":1676538415624,"author":{"id":"3577852034187700","authorId":"3577852034187700","name":"经济观察报","avatar":"https://static.tigerbbs.com/f64ac2aa784ef0f271ddeb45c7dc72bc","crmLevel":1,"crmLevelSwitch":0,"followedFlag":false,"idStr":"3577852034187700","authorIdStr":"3577852034187700"},"themes":[],"title":"銀聯商務總裁王炎方:逐步轉型爲一家科技公司、數據公司","htmlText":"經濟觀察網 記者 胡豔明 “(銀聯商務)每年拿出不少於營業收入的10%的資金,投入到探索新技術應用、開展科研合作、推進技術轉化中去。”12月9日在銀聯商務2022年縱衡論壇上,銀聯商務黨委副書記、總裁王炎方表示,通過數字化轉型,銀聯商務已經從一家支付機構,逐步成長轉型爲一家科技公司、數據公司。 銀聯商務是銀聯體系規模最大的子公司,中國銀聯執行副總裁胡浩中表示,銀聯商務自2002年成立以來,耕耘在受理市場最前線,鋪設起覆蓋全國、深入地市縣鄉的服務網絡,有效發揮了開拓和建設銀聯受理市場的主力軍、護城河作用。銀商發展的商戶、受理的交易、掌握的數據真實可信,這些優勢在國內第三方支付機構中是絕無僅有的。銀聯商務近年來落實“科技銀商”發展定位,開展數字化轉型,把業界領先的金融科技能力全面融入產品和行業垂直解決方案,爲客戶提供全方位服務。 今年是銀聯商務成立20週年,據介紹,銀聯商務累計服務的商戶數超過2300餘萬戶,覆蓋了全國337個地級市以上的雲網絡、服務網絡。 對於數字科技帶來的變化,王炎方談到,從銀聯商務最近幾年的客戶需求來看,從政府部門到商業機構,從行業巨頭到街邊小店,從傳統生產企業到新興網絡公司,各行各業的客戶都已經在這條路上跋涉前行。毫無疑問,數字化經營和管理是現代企業生存和發展的必由之路。 “要特別感謝那些起步早、走得快的客戶。正是他們的迫切需求,逼着銀聯商務比較早地在數字科技方面開始了研究和探索,形成了一系列產品和行業解決方案。”王炎方表示,數字化轉型是“科技銀商”在數字經濟時代發展的新引擎。銀聯商務的數字化轉型以“全量打通、準確實時、隨需自助、智能交互”爲目標,並在實踐中總結形成了漸進式規劃、分佈式開發、協同式應用的方法論。 王炎方以銀商SaaS服務、“智慧”系列數字化解決方案和“智企”RPA工具爲例,展示了“科技銀商”以客戶需求爲本,從提升客戶服務體驗,","listText":"經濟觀察網 記者 胡豔明 “(銀聯商務)每年拿出不少於營業收入的10%的資金,投入到探索新技術應用、開展科研合作、推進技術轉化中去。”12月9日在銀聯商務2022年縱衡論壇上,銀聯商務黨委副書記、總裁王炎方表示,通過數字化轉型,銀聯商務已經從一家支付機構,逐步成長轉型爲一家科技公司、數據公司。 銀聯商務是銀聯體系規模最大的子公司,中國銀聯執行副總裁胡浩中表示,銀聯商務自2002年成立以來,耕耘在受理市場最前線,鋪設起覆蓋全國、深入地市縣鄉的服務網絡,有效發揮了開拓和建設銀聯受理市場的主力軍、護城河作用。銀商發展的商戶、受理的交易、掌握的數據真實可信,這些優勢在國內第三方支付機構中是絕無僅有的。銀聯商務近年來落實“科技銀商”發展定位,開展數字化轉型,把業界領先的金融科技能力全面融入產品和行業垂直解決方案,爲客戶提供全方位服務。 今年是銀聯商務成立20週年,據介紹,銀聯商務累計服務的商戶數超過2300餘萬戶,覆蓋了全國337個地級市以上的雲網絡、服務網絡。 對於數字科技帶來的變化,王炎方談到,從銀聯商務最近幾年的客戶需求來看,從政府部門到商業機構,從行業巨頭到街邊小店,從傳統生產企業到新興網絡公司,各行各業的客戶都已經在這條路上跋涉前行。毫無疑問,數字化經營和管理是現代企業生存和發展的必由之路。 “要特別感謝那些起步早、走得快的客戶。正是他們的迫切需求,逼着銀聯商務比較早地在數字科技方面開始了研究和探索,形成了一系列產品和行業解決方案。”王炎方表示,數字化轉型是“科技銀商”在數字經濟時代發展的新引擎。銀聯商務的數字化轉型以“全量打通、準確實時、隨需自助、智能交互”爲目標,並在實踐中總結形成了漸進式規劃、分佈式開發、協同式應用的方法論。 王炎方以銀商SaaS服務、“智慧”系列數字化解決方案和“智企”RPA工具爲例,展示了“科技銀商”以客戶需求爲本,從提升客戶服務體驗,","text":"經濟觀察網 記者 胡豔明 “(銀聯商務)每年拿出不少於營業收入的10%的資金,投入到探索新技術應用、開展科研合作、推進技術轉化中去。”12月9日在銀聯商務2022年縱衡論壇上,銀聯商務黨委副書記、總裁王炎方表示,通過數字化轉型,銀聯商務已經從一家支付機構,逐步成長轉型爲一家科技公司、數據公司。 銀聯商務是銀聯體系規模最大的子公司,中國銀聯執行副總裁胡浩中表示,銀聯商務自2002年成立以來,耕耘在受理市場最前線,鋪設起覆蓋全國、深入地市縣鄉的服務網絡,有效發揮了開拓和建設銀聯受理市場的主力軍、護城河作用。銀商發展的商戶、受理的交易、掌握的數據真實可信,這些優勢在國內第三方支付機構中是絕無僅有的。銀聯商務近年來落實“科技銀商”發展定位,開展數字化轉型,把業界領先的金融科技能力全面融入產品和行業垂直解決方案,爲客戶提供全方位服務。 今年是銀聯商務成立20週年,據介紹,銀聯商務累計服務的商戶數超過2300餘萬戶,覆蓋了全國337個地級市以上的雲網絡、服務網絡。 對於數字科技帶來的變化,王炎方談到,從銀聯商務最近幾年的客戶需求來看,從政府部門到商業機構,從行業巨頭到街邊小店,從傳統生產企業到新興網絡公司,各行各業的客戶都已經在這條路上跋涉前行。毫無疑問,數字化經營和管理是現代企業生存和發展的必由之路。 “要特別感謝那些起步早、走得快的客戶。正是他們的迫切需求,逼着銀聯商務比較早地在數字科技方面開始了研究和探索,形成了一系列產品和行業解決方案。”王炎方表示,數字化轉型是“科技銀商”在數字經濟時代發展的新引擎。銀聯商務的數字化轉型以“全量打通、準確實時、隨需自助、智能交互”爲目標,並在實踐中總結形成了漸進式規劃、分佈式開發、協同式應用的方法論。 王炎方以銀商SaaS服務、“智慧”系列數字化解決方案和“智企”RPA工具爲例,展示了“科技銀商”以客戶需求爲本,從提升客戶服務體驗,","images":[],"top":1,"highlighted":2,"essential":1,"paper":2,"likeSize":0,"commentSize":0,"repostSize":0,"link":"https://ttm.financial/post/629571849","isVote":1,"tweetType":1,"viewCount":0,"authorTweetTopStatus":1,"verified":2,"comments":[],"imageCount":0,"langContent":"CN","totalScore":0},"isVote":1,"tweetType":1,"viewCount":4244,"authorTweetTopStatus":1,"verified":2,"comments":[],"imageCount":0,"langContent":"EN","totalScore":0},{"id":880632113,"gmtCreate":1631053835532,"gmtModify":1676530451373,"author":{"id":"3556421923259632","authorId":"3556421923259632","name":"6虎虎生威6","avatar":"https://static.tigerbbs.com/4a9d26976694fcb272a962accfd94cb0","crmLevel":2,"crmLevelSwitch":0,"followedFlag":false,"idStr":"3556421923259632","authorIdStr":"3556421923259632"},"themes":[],"title":"","htmlText":"1","listText":"1","text":"1","images":[],"top":1,"highlighted":1,"essential":1,"paper":1,"likeSize":5,"commentSize":0,"repostSize":0,"link":"https://ttm.financial/post/880632113","repostId":"2165358276","repostType":2,"repost":{"id":"2165358276","kind":"highlight","pubTimestamp":1631027201,"share":"https://ttm.financial/m/news/2165358276?lang=en_US&edition=fundamental","pubTime":"2021-09-07 23:06","market":"us","language":"zh","title":"When playing King of Glory becomes a \"cat and mouse game\"","url":"https://stock-news.laohu8.com/highlight/detail?id=2165358276","media":"虎嗅","summary":"当游戏厂商一再被防沉迷推向风口浪尖时,他们不会想到会以这样的方式被全民热议;更不会想到,监管对防沉迷层层加码,其已成为关乎游戏生死的绝对红线。\n9月6日晚,针对央视关于“网络上可以通过租号、买号等途径","content":"<p>When game developers are repeatedly thrust into the spotlight by anti-addiction measures, they never imagined they would be targeted in this way.<a href=\"https://laohu8.com/S/QC7.SI\">the whole people</a>Hot topic; Unexpectedly, regulators have increased their efforts to prevent addiction, making it an absolute red line concerning the life and death of games.</p><p>On the evening of September 6, in response to a CCTV report that \"online games can be played without restrictions by bypassing regulations through renting or buying accounts,\"<a href=\"https://laohu8.com/S/00700\">Tencent</a>The game responded:</p><p>Account rental and sale seriously undermines the real-name registration system and the protection mechanism for minors in games. To date, Tencent has sued or sent letters to more than 20 account trading platforms and multiple e-commerce platforms, demanding that they cease related services. In response to this issue, Tencent Games has also called for the prompt introduction of corresponding regulations to strictly control account rental and sale.<img src=\"https://static.tigerbbs.com/f27727853a054ddcd57ac0b461030838\" tg-width=\"498\" tg-height=\"274\" referrerpolicy=\"no-referrer\"></p><p>On the surface, the topic of preventing game addiction frequently tops the trending searches; Behind the scenes, elementary school students are engaged in a \"cat-and-mouse battle\" with the anti-addiction team—in this game, the \"cat\" needs to control its playtime by monitoring and surrounding it. \"Rats\" use methods such as renting, buying, and impersonating others to circumvent or bypass anti-addiction restrictions, thereby allowing them to play normally.</p><p>The accelerator that pushed this \"cat-and-mouse war\" to a fever pitch was undoubtedly the \"Notice on Further Strictly Managing and Effectively Preventing Minors from Becoming Addicted to Online Games\" (hereinafter referred to as the \"Notice\") issued by the State Press and Publication Administration last week.</p><p>The notice requires that all online game companies may only provide one hour of service to minors from 8:00 PM to 9:00 PM daily on Fridays, Saturdays, Sundays, and statutory holidays, and may not provide online game services to minors in any form at other times. In addition, all online game companies are prohibited from providing game services in any form to users who have not registered and logged in with their real names. Subsequently, Honor of Kings upgraded its anti-addiction measures, including: underage users can only play the game from 8:00 PM to 9:00 PM on Fridays, Saturdays, Sundays and statutory holidays; Users under the age of 12 are not allowed to recharge in the game; Completely disable the iOS visitor experience mode; After the update on August 31, the single-player mode will be temporarily disabled.</p><p>According to gaming industry professionals, limiting the time period is crucial: on the one hand, it eliminates the problem of overlapping time spent playing different games on the same device; on the other hand, it eliminates the problem of overlapping time spent playing the same game on different devices. In short, it solves the problem of accumulating total playing time.</p><p>As a result, at 8 p.m. on the first Saturday (September 4) after the \"Notice\" was implemented, everyone crashed \"Honor of Kings\" - that night, some players were unable to log in to \"Honor of Kings\", and those who logged in were also unable to perform normal matchmaking, ranking, and peak matches.</p><p><img src=\"https://static.tigerbbs.com/6d56f8fc16651959ca06d3d50481492b\" tg-width=\"1000\" tg-height=\"285\" referrerpolicy=\"no-referrer\"></p><p>Soon, the hashtag #HonorOfKingsCrashed# rushed to the top.<a href=\"https://laohu8.com/S/WB\">Weibo</a>At the top of the trending topics list, some underage players, righteously indignant, demanded an explanation from the authorities online. After all, as the first weekend after school, they were eagerly awaiting their only one-third of the weekly play time, but it was really unreasonable that they couldn't play.</p><p><img src=\"https://static.tigerbbs.com/f861b257cd9da77683c07fed7eeaf813\" tg-width=\"1000\" tg-height=\"857\" referrerpolicy=\"no-referrer\"></p><p>Even after the game returned to normal, the official Weibo account of \"Honor of Kings\" apologized and stated that it would reissue corresponding points and some game fragments as compensation for this anomaly. However, because the designated game time had been missed, the comments section was quickly flooded with complaints from players.</p><p>Avoid renting, buying, and parents</p><p>Although anti-addiction measures are brought up every now and then, game developers have actually been pushing for this work.</p><p>On April 11, 2007, eight ministries, including the General Administration of Press and Publication, jointly issued the \"Notice on Implementing an Online Game Anti-Addiction System to Protect the Physical and Mental Health of Minors,\" requiring all online game operators to begin piloting an anti-addiction system in all online games on April 15. Starting in July of the same year, major online game operators began using anti-addiction systems in accordance with national requirements. In November 2019, the State Press and Publication Administration issued the \"Notice on Preventing Minors from Becoming Addicted to Online Games,\" requiring real-name registration and verification, and stipulating that game services shall not be provided to minors from 10 p.m. to 8 a.m. the next day, with no more than 3 hours per day on statutory holidays and no more than 1.5 hours per day at other times. In December of the same year, Tencent Games, NetEase Games,<a href=\"https://laohu8.com/S/00302\">CMGE</a>Le Element, Duoyi Network<a href=\"https://laohu8.com/S/01119\">iDreamSky</a>Ten companies, including Shanqu Games, jointly issued the \"Declaration on the Protection of Minors in China's Game Industry,\" which clearly states that it will serve as a guideline for minors to launch online games. On May 25, 2020, delegates at the Two Sessions proposed establishing a rating system for online games, which would use technologies such as facial recognition to monitor and categorize the time and duration of minors' access to online games to prevent teenagers from becoming addicted to online games. Subsequently, major game developers successively upgraded their anti-addiction measures. On August 30, 2021, the State Press and Publication Administration issued a \"Notice\" stipulating that minors would only have 3 hours of play time per week plus one piece. Soon after, Tencent Games, NetEase Games, miHoYo, XD Games, Hero Entertainment,<a href=\"https://laohu8.com/S/002174\">Yoozoo Network</a>All companies responded immediately. In reality, game developers are merely getting as close as possible to providing a \"standard answer,\" rather than truly addressing people's concerns about \"protection of minors\" and anti-addiction.</p><p>First of all, the situation of minors becoming addicted to games is far more serious than we imagine.</p><p>According to the \"2021 Research Report on the Protection of Minors in China's Game Industry\" released by iResearch Consulting in April 2021, the number of underage game users in China was approximately 100 million in 2019. The report points out that among the various activities that minors frequently engage in online, the proportion of minors who choose to play games reaches 61%, especially since gaming has become the main leisure activity for minors.</p><p><img src=\"https://static.tigerbbs.com/4b58efc8c04b16e7aeb79c4cf12e222e\" tg-width=\"650\" tg-height=\"573\" referrerpolicy=\"no-referrer\"></p><p>The proportion of underage internet users who frequently engage in and list activities online (Image source: CNNIC)</p><p>In addition, the \"Survey Report on the Phenomenon of Minors Addicted to Mobile Online Games\" (with a sample of less than 200 parents) released by the Beijing Youth Legal Aid and Research Center in August also showed that the youngest minors addicted to mobile online games are 11 years old, and the oldest is about to turn 18, with most of them concentrated between the ages of 14 and 17. Among them, the number of people addicted to \"Honor of Kings\" is as high as 83%.</p><p>The center also pointed out in its report that addiction to mobile games seriously damages the physical and mental health of minors. For example, excessive addiction to games can lead to a severe decline in myopia, and irregular eating habits can cause premature gastrointestinal diseases.</p><p>In response, game developers have adopted two mainstream anti-addiction measures: one is real-name authentication to screen out underage users; Second, restrict the online time of minor users; after exceeding the time limit, game revenue will decrease or they will be forced to take the game offline.</p><p><img src=\"https://static.tigerbbs.com/a78f293b0964597c1ff6979d7410633b\" tg-width=\"750\" tg-height=\"1042\" referrerpolicy=\"no-referrer\"></p><p>Online real-name account sales page</p><p>The first type is that there is a large amount of real-name information online, and some people specialize in this business. Many minors even go so far as to trick adults into helping them register. In particular, left-behind children in rural areas are very addicted to games due to poor parental supervision.</p><p>For example,\"<a href=\"https://laohu8.com/S/BEKE\">Seashell</a>An investigation by Caijing reporters revealed that on account buying and selling platforms such as TradeCat and Zuhaowan, information such as \"This account has expired anti-addiction, can be used permanently, and has no time limit\" is one of the gimmicks for many products. For example, 20 yuan can buy a Honor of Kings account that has undergone anti-addiction treatment; Some Fantasy Westward Journey accounts display \"Verified ID card\"; Some CF Mobile accounts display \"No\" for \"Linking Anti-Addiction\" (the linked ID card is over 18 years old and has not triggered anti-addiction).</p><p>Even though major trading platforms require authentication to conduct transactions, real-name information on ID cards is not difficult to obtain in current gray market transactions, so the aforementioned real-name verification process is naturally not a problem.</p><p><img src=\"https://static.tigerbbs.com/59e7de44b6371daccc7a30f862bdedf3\" tg-width=\"988\" tg-height=\"1454\" referrerpolicy=\"no-referrer\"></p><p>The second type is that some players are addicted to the fun of PvP or competition and do not care about the game revenue. As for forced logging off, children can still play the game without restrictions using their parents' accounts. As long as the family is willing to cooperate, no matter how many verifications are made, minors can easily pass the level. Therefore, it can be seen that these two points have very limited constraints on preventing addiction.</p><p>Moreover, game developers' implementation of anti-addiction policies is likely to be compromised due to \"conflicts of interest\". For example, the concept of \"vitality\" is designed in \"QQ Three Kingdoms\", which can only be obtained by users online (except for spending RMB to buy related items). In the game, \"vitality\" is needed in many places, so some users can only stay online for a long time every day to accumulate \"vitality\".</p><p>Secondly, even though game developers have now launched facial recognition functions, such as the \"Midnight Patrol\" function officially launched by Tencent Games Health System on July 5, 2021, anyone who refuses or fails facial recognition verification will be treated as a minor, included in the anti-addiction supervision of Tencent Games Health System, and kicked offline.</p><p>However, in the Personal Information Protection Law passed on August 20, biometrics and the personal information of minors under the age of fourteen were listed as sensitive information requiring \"separate consent,\" which in turn brought about the problem of excessive facial recognition infringing on privacy.</p><p>\"Using facial recognition to randomly check whether you are playing games is a very effective way to prevent minors from becoming addicted to games. Of course, it is also a double-edged sword: adult players who play games normally will also be randomly checked. Currently, facial recognition requires the user's individual consent, and there is a lack of mandatory requirements in laws, regulations and policies. In the process of implementation, appropriate technical methods must also be found,\" He Yanzhe, deputy director of the Evaluation Laboratory of the Cyber Security Center of the China Electronics Technology Standardization Institute, told Beike Finance.</p><p>The prescription for preventing addiction is in the hands of parents.</p><p>No matter how much we emphasize the importance of preventing addiction, the current discussion overlooks this most important aspect: parents.</p><p>At the family level, Chinese parents' attitudes towards games fall into two main camps. Parents who approve of games encourage their children to play moderately. They regard games as a parent-child activity, a medium for communication between both parties, and a tool for children to establish an equal relationship with their parents and for the two generations to get to know each other better.</p><p>Based on this understanding, games are no longer limited to an independent product, but have become an art form that combines creativity and business operations. They can often bring a more comprehensive experience that movies and books cannot. The fun real-time strategy, role-playing, and beautiful game soundtracks in high-quality games are all a form of value enrichment.</p><p>For example, playing \"Detroit: Become Human\" allows you to feel some of the development trajectory of the Civil War through the conflicts and compromises between cyborgs and humans. Playing \"Civilization\" allows you to better experience the collision and fusion of different countries and cultures. Even \"GTA 5\", \"Cyberpunk 2077\", and \"The Legend of Zelda\" have become an interactive program after integrating multiple art forms such as film, literature, music, and art. In movies, we can only passively accept the ending, but in games, we can create our own story ending and emotional ending.</p><p>From this perspective, games are not only the ninth art form of the present, but also an art form for the future.</p><p>Of course, it cannot be denied that games are indeed addictive. Strong social interactions and daily tasks require players to invest a lot of time and energy every day, but this is actually an intentional incentive set by the game company. For example, many games still \"poison\" the growth of teenagers—these games are well aware of human flaws in their rules and are overly ingenious in their design:</p><p>Throughout the game, the game designers constantly put pressure on the players, and the players were constantly guided. Gamers become addicted to constantly unlocking maps, skill trees, and skill moves, while also doing side quests to obtain money and special equipment to increase level and attack and defense stats. At the same time, they also have to consider the use of potions, the collection of required materials, and the combination of skill slots, which unknowingly consumes a lot of time and energy in the game, but they cannot extricate themselves. It is precisely these considerable numbers of garbage games that have \"stigmatized\" the entire gaming industry.</p><p>This is mainly due to the domestic gaming environment and the short-sightedness of game developers—foreign game developers can sell dozens or even millions of single-player games in no time, not only earning a good reputation but also breaking even. In China, even the best ideas have to bow to online games in order to survive. Making money takes precedence over game quality (quality means sufficient funding, technology, and talent support). Reskin games have long been the norm in the industry.</p><p>Furthermore, good games undoubtedly carry higher costs and risks than skin-replacement games. If they can only achieve the same level of popularity, decision-makers will naturally choose to make skin-replacement games.</p><p>To put it bluntly, the methodology used to summarize successful domestic games has shaped the user characteristics and product attributes of the entire mainstream game market, which is a preemptive overdraft on the social responsibility and resource cycle of the entire industry.</p><p>As for the parents who oppose games, they always talk about games with preconceived notions and have long been trapped in an individualized narrative logic: minors play games because they don't like learning and have poor self-control. These types of parents also fall into two categories. The first category opposes using games as a medium for education and entertainment. For example, netizen @FlyingMeteor believes that the positive effects of games are putting the cart before the horse:</p><p>\"Any education conducted through games can only lead to two possible outcomes: a boring and tedious gaming experience, or superficial educational content. After all, gamified education is the infamous 'happy education.' Students who receive happy education will quickly lose their motivation to learn without an environment where they can engage in happy education, because their motivation to learn is focused on games that are more interesting than 'learning.' Isn't this putting the cart before the horse?\" The second type is accustomed to blaming all of their children's problems on games, which can also be called an upgraded version of the \"games are harmful\" theory. They ignore the fact that it is precisely the living environment and academic pressure that push their children into games. These parents are not afraid of any particular thing like games, but of losing control over their children. They are afraid of everything they don't know about their children. In the long run, this will only lead to more and more \"giant babies\" and increasingly stringent entertainment restrictions.</p><p>Imagine a scenario where a child goes from being exposed to games to becoming addicted, and parents begin to restrict their time and confiscate their gaming equipment because it affects their studies and life. Afterwards, parents and children started arguing, which escalated into violent confrontation; Ultimately, the child fell into a closed state due to unsuccessful resistance and developed psychological problems.</p><p>Moreover, games are just the best among many online applications. At this moment, readers who can unlock their phones and click on any popular APP will find that more and more internet giants' apps are becoming enthusiastic about establishing account management systems, which are nothing more than building a virtual honor system through trophies, medals, titles, gold coins, and friend rankings.</p><p>Furthermore, various apps have successfully linked virtual assets like gold coins to discounts, and can even discount them proportionally and create friend rankings based on them. This can easily foster feelings of contempt, comparison, and jealousy among users, leading to social interaction.</p><p><img src=\"https://static.tigerbbs.com/15473fe2e89f2029009f828e683250fe\" tg-width=\"695\" tg-height=\"697\" referrerpolicy=\"no-referrer\"></p><p>So, will we therefore ban minors from using all apps?</p><p>To put it bluntly, if parents always unilaterally play the role of \"victims\" but are unwilling to take responsibility, it will be difficult for game developers to prevent children from becoming addicted to games.</p><p>As early as 2017, the People's Daily constructively evaluated that \"the prescription for preventing addiction is in the hands of parents.\" The article mentions, \"A primary school student's words are thought-provoking: 'When I'm lonely, my mom gives me my phone.' We have to reflect that the addiction of primary and secondary school students to games is largely due to problems with their family education.\"</p><p><img src=\"https://static.tigerbbs.com/a781c1d608a5cf5ce5c18b22e77d1f01\" tg-width=\"896\" tg-height=\"591\" referrerpolicy=\"no-referrer\"></p><p>Huxiu readers also left comments under related articles:</p><p>\"Parents have the responsibility and obligation to coordinate the relationship between children and games. When there is a conflict between games and learning, we cannot simply and crudely attribute it to the child's addiction to games. We should respect the child and think more about whether we are not giving the child enough companionship and whether we have truly understood what the child is thinking.\" Moreover, from the perspective of the development of China's game industry, the best outcome should be to use game ratings to select minors, rather than modifying games to adapt to underage users. For example, Japan's game rating system was also introduced due to public opinion, which gradually evolved into a game rating environment.</p><p>Furthermore, domestic game developers could completely follow the example of the United States, prohibiting users under the age of 13 from using various online services and mandating that parents activate the game (and only parents can recharge). The platform would only need to be responsible for handling parents' requests.</p><p>Therefore, from a broader perspective, only when society as a whole realizes the social value of games, rather than just their commercial value, will most parents' attitudes towards games change. Ultimately, games are an interaction between people and programs, which leads to a series of problems such as game addiction and reckless consumption. What is needed is not only an anti-addiction system, but also multi-party cooperation and collaboration among government departments, schools, families and enterprises.</p>","source":"highlight_huxiu","collect":0,"html":"<!DOCTYPE html>\n<html>\n<head>\n<meta http-equiv=\"Content-Type\" content=\"text/html; charset=utf-8\" />\n<meta name=\"viewport\" content=\"width=device-width,initial-scale=1.0,minimum-scale=1.0,maximum-scale=1.0,user-scalable=no\"/>\n<meta name=\"format-detection\" content=\"telephone=no,email=no,address=no\" />\n<title>When playing King of Glory becomes a \"cat and mouse game\"</title>\n<style type=\"text/css\">\na,abbr,acronym,address,applet,article,aside,audio,b,big,blockquote,body,canvas,caption,center,cite,code,dd,del,details,dfn,div,dl,dt,\nem,embed,fieldset,figcaption,figure,footer,form,h1,h2,h3,h4,h5,h6,header,hgroup,html,i,iframe,img,ins,kbd,label,legend,li,mark,menu,nav,\nobject,ol,output,p,pre,q,ruby,s,samp,section,small,span,strike,strong,sub,summary,sup,table,tbody,td,tfoot,th,thead,time,tr,tt,u,ul,var,video{ font:inherit;margin:0;padding:0;vertical-align:baseline;border:0 }\nbody{ font-size:16px; line-height:1.5; color:#999; background:transparent; }\n.wrapper{ overflow:hidden;word-break:break-all;padding:10px; }\nh1,h2{ font-weight:normal; line-height:1.35; margin-bottom:.6em; }\nh3,h4,h5,h6{ line-height:1.35; margin-bottom:1em; }\nh1{ font-size:24px; }\nh2{ font-size:20px; }\nh3{ font-size:18px; }\nh4{ font-size:16px; }\nh5{ font-size:14px; }\nh6{ font-size:12px; }\np,ul,ol,blockquote,dl,table{ margin:1.2em 0; }\nul,ol{ margin-left:2em; }\nul{ list-style:disc; }\nol{ list-style:decimal; }\nli,li p{ margin:10px 0;}\nimg{ max-width:100%;display:block;margin:0 auto 1em; }\nblockquote{ color:#B5B2B1; border-left:3px solid #aaa; padding:1em; }\nstrong,b{font-weight:bold;}\nem,i{font-style:italic;}\ntable{ width:100%;border-collapse:collapse;border-spacing:1px;margin:1em 0;font-size:.9em; }\nth,td{ padding:5px;text-align:left;border:1px solid #aaa; }\nth{ font-weight:bold;background:#5d5d5d; }\n.symbol-link{font-weight:bold;}\n/* header{ border-bottom:1px solid #494756; } */\n.title{ margin:0 0 8px;line-height:1.3;color:#ddd; }\n.meta {color:#5e5c6d;font-size:13px;margin:0 0 .5em; }\na{text-decoration:none; color:#2a4b87;}\n.meta .head { display: inline-block; overflow: hidden}\n.head .h-thumb { width: 30px; height: 30px; margin: 0; padding: 0; border-radius: 50%; float: left;}\n.head .h-content { margin: 0; padding: 0 0 0 9px; float: left;}\n.head .h-name {font-size: 13px; color: #eee; margin: 0;}\n.head .h-time {font-size: 12.5px; color: #7E829C; margin: 0;}\n.small {font-size: 12.5px; display: inline-block; transform: scale(0.9); -webkit-transform: scale(0.9); transform-origin: left; -webkit-transform-origin: left;}\n.smaller {font-size: 12.5px; display: inline-block; transform: scale(0.8); -webkit-transform: scale(0.8); transform-origin: left; -webkit-transform-origin: left;}\n.bt-text {font-size: 12px;margin: 1.5em 0 0 0}\n.bt-text p {margin: 0}\n</style>\n</head>\n<body>\n<div class=\"wrapper\">\n<header>\n<h2 class=\"title\">\nWhen playing King of Glory becomes a \"cat and mouse game\"\n</h2>\n<h4 class=\"meta\">\n<p class=\"head\">\n<strong class=\"h-name small\">虎嗅</strong><span class=\"h-time small\">2021-09-07 23:06</span>\n</p>\n</h4>\n</header>\n<article>\n<p>When game developers are repeatedly thrust into the spotlight by anti-addiction measures, they never imagined they would be targeted in this way.<a href=\"https://laohu8.com/S/QC7.SI\">the whole people</a>Hot topic; Unexpectedly, regulators have increased their efforts to prevent addiction, making it an absolute red line concerning the life and death of games.</p><p>On the evening of September 6, in response to a CCTV report that \"online games can be played without restrictions by bypassing regulations through renting or buying accounts,\"<a href=\"https://laohu8.com/S/00700\">Tencent</a>The game responded:</p><p>Account rental and sale seriously undermines the real-name registration system and the protection mechanism for minors in games. To date, Tencent has sued or sent letters to more than 20 account trading platforms and multiple e-commerce platforms, demanding that they cease related services. In response to this issue, Tencent Games has also called for the prompt introduction of corresponding regulations to strictly control account rental and sale.<img src=\"https://static.tigerbbs.com/f27727853a054ddcd57ac0b461030838\" tg-width=\"498\" tg-height=\"274\" referrerpolicy=\"no-referrer\"></p><p>On the surface, the topic of preventing game addiction frequently tops the trending searches; Behind the scenes, elementary school students are engaged in a \"cat-and-mouse battle\" with the anti-addiction team—in this game, the \"cat\" needs to control its playtime by monitoring and surrounding it. \"Rats\" use methods such as renting, buying, and impersonating others to circumvent or bypass anti-addiction restrictions, thereby allowing them to play normally.</p><p>The accelerator that pushed this \"cat-and-mouse war\" to a fever pitch was undoubtedly the \"Notice on Further Strictly Managing and Effectively Preventing Minors from Becoming Addicted to Online Games\" (hereinafter referred to as the \"Notice\") issued by the State Press and Publication Administration last week.</p><p>The notice requires that all online game companies may only provide one hour of service to minors from 8:00 PM to 9:00 PM daily on Fridays, Saturdays, Sundays, and statutory holidays, and may not provide online game services to minors in any form at other times. In addition, all online game companies are prohibited from providing game services in any form to users who have not registered and logged in with their real names. Subsequently, Honor of Kings upgraded its anti-addiction measures, including: underage users can only play the game from 8:00 PM to 9:00 PM on Fridays, Saturdays, Sundays and statutory holidays; Users under the age of 12 are not allowed to recharge in the game; Completely disable the iOS visitor experience mode; After the update on August 31, the single-player mode will be temporarily disabled.</p><p>According to gaming industry professionals, limiting the time period is crucial: on the one hand, it eliminates the problem of overlapping time spent playing different games on the same device; on the other hand, it eliminates the problem of overlapping time spent playing the same game on different devices. In short, it solves the problem of accumulating total playing time.</p><p>As a result, at 8 p.m. on the first Saturday (September 4) after the \"Notice\" was implemented, everyone crashed \"Honor of Kings\" - that night, some players were unable to log in to \"Honor of Kings\", and those who logged in were also unable to perform normal matchmaking, ranking, and peak matches.</p><p><img src=\"https://static.tigerbbs.com/6d56f8fc16651959ca06d3d50481492b\" tg-width=\"1000\" tg-height=\"285\" referrerpolicy=\"no-referrer\"></p><p>Soon, the hashtag #HonorOfKingsCrashed# rushed to the top.<a href=\"https://laohu8.com/S/WB\">Weibo</a>At the top of the trending topics list, some underage players, righteously indignant, demanded an explanation from the authorities online. After all, as the first weekend after school, they were eagerly awaiting their only one-third of the weekly play time, but it was really unreasonable that they couldn't play.</p><p><img src=\"https://static.tigerbbs.com/f861b257cd9da77683c07fed7eeaf813\" tg-width=\"1000\" tg-height=\"857\" referrerpolicy=\"no-referrer\"></p><p>Even after the game returned to normal, the official Weibo account of \"Honor of Kings\" apologized and stated that it would reissue corresponding points and some game fragments as compensation for this anomaly. However, because the designated game time had been missed, the comments section was quickly flooded with complaints from players.</p><p>Avoid renting, buying, and parents</p><p>Although anti-addiction measures are brought up every now and then, game developers have actually been pushing for this work.</p><p>On April 11, 2007, eight ministries, including the General Administration of Press and Publication, jointly issued the \"Notice on Implementing an Online Game Anti-Addiction System to Protect the Physical and Mental Health of Minors,\" requiring all online game operators to begin piloting an anti-addiction system in all online games on April 15. Starting in July of the same year, major online game operators began using anti-addiction systems in accordance with national requirements. In November 2019, the State Press and Publication Administration issued the \"Notice on Preventing Minors from Becoming Addicted to Online Games,\" requiring real-name registration and verification, and stipulating that game services shall not be provided to minors from 10 p.m. to 8 a.m. the next day, with no more than 3 hours per day on statutory holidays and no more than 1.5 hours per day at other times. In December of the same year, Tencent Games, NetEase Games,<a href=\"https://laohu8.com/S/00302\">CMGE</a>Le Element, Duoyi Network<a href=\"https://laohu8.com/S/01119\">iDreamSky</a>Ten companies, including Shanqu Games, jointly issued the \"Declaration on the Protection of Minors in China's Game Industry,\" which clearly states that it will serve as a guideline for minors to launch online games. On May 25, 2020, delegates at the Two Sessions proposed establishing a rating system for online games, which would use technologies such as facial recognition to monitor and categorize the time and duration of minors' access to online games to prevent teenagers from becoming addicted to online games. Subsequently, major game developers successively upgraded their anti-addiction measures. On August 30, 2021, the State Press and Publication Administration issued a \"Notice\" stipulating that minors would only have 3 hours of play time per week plus one piece. Soon after, Tencent Games, NetEase Games, miHoYo, XD Games, Hero Entertainment,<a href=\"https://laohu8.com/S/002174\">Yoozoo Network</a>All companies responded immediately. In reality, game developers are merely getting as close as possible to providing a \"standard answer,\" rather than truly addressing people's concerns about \"protection of minors\" and anti-addiction.</p><p>First of all, the situation of minors becoming addicted to games is far more serious than we imagine.</p><p>According to the \"2021 Research Report on the Protection of Minors in China's Game Industry\" released by iResearch Consulting in April 2021, the number of underage game users in China was approximately 100 million in 2019. The report points out that among the various activities that minors frequently engage in online, the proportion of minors who choose to play games reaches 61%, especially since gaming has become the main leisure activity for minors.</p><p><img src=\"https://static.tigerbbs.com/4b58efc8c04b16e7aeb79c4cf12e222e\" tg-width=\"650\" tg-height=\"573\" referrerpolicy=\"no-referrer\"></p><p>The proportion of underage internet users who frequently engage in and list activities online (Image source: CNNIC)</p><p>In addition, the \"Survey Report on the Phenomenon of Minors Addicted to Mobile Online Games\" (with a sample of less than 200 parents) released by the Beijing Youth Legal Aid and Research Center in August also showed that the youngest minors addicted to mobile online games are 11 years old, and the oldest is about to turn 18, with most of them concentrated between the ages of 14 and 17. Among them, the number of people addicted to \"Honor of Kings\" is as high as 83%.</p><p>The center also pointed out in its report that addiction to mobile games seriously damages the physical and mental health of minors. For example, excessive addiction to games can lead to a severe decline in myopia, and irregular eating habits can cause premature gastrointestinal diseases.</p><p>In response, game developers have adopted two mainstream anti-addiction measures: one is real-name authentication to screen out underage users; Second, restrict the online time of minor users; after exceeding the time limit, game revenue will decrease or they will be forced to take the game offline.</p><p><img src=\"https://static.tigerbbs.com/a78f293b0964597c1ff6979d7410633b\" tg-width=\"750\" tg-height=\"1042\" referrerpolicy=\"no-referrer\"></p><p>Online real-name account sales page</p><p>The first type is that there is a large amount of real-name information online, and some people specialize in this business. Many minors even go so far as to trick adults into helping them register. In particular, left-behind children in rural areas are very addicted to games due to poor parental supervision.</p><p>For example,\"<a href=\"https://laohu8.com/S/BEKE\">Seashell</a>An investigation by Caijing reporters revealed that on account buying and selling platforms such as TradeCat and Zuhaowan, information such as \"This account has expired anti-addiction, can be used permanently, and has no time limit\" is one of the gimmicks for many products. For example, 20 yuan can buy a Honor of Kings account that has undergone anti-addiction treatment; Some Fantasy Westward Journey accounts display \"Verified ID card\"; Some CF Mobile accounts display \"No\" for \"Linking Anti-Addiction\" (the linked ID card is over 18 years old and has not triggered anti-addiction).</p><p>Even though major trading platforms require authentication to conduct transactions, real-name information on ID cards is not difficult to obtain in current gray market transactions, so the aforementioned real-name verification process is naturally not a problem.</p><p><img src=\"https://static.tigerbbs.com/59e7de44b6371daccc7a30f862bdedf3\" tg-width=\"988\" tg-height=\"1454\" referrerpolicy=\"no-referrer\"></p><p>The second type is that some players are addicted to the fun of PvP or competition and do not care about the game revenue. As for forced logging off, children can still play the game without restrictions using their parents' accounts. As long as the family is willing to cooperate, no matter how many verifications are made, minors can easily pass the level. Therefore, it can be seen that these two points have very limited constraints on preventing addiction.</p><p>Moreover, game developers' implementation of anti-addiction policies is likely to be compromised due to \"conflicts of interest\". For example, the concept of \"vitality\" is designed in \"QQ Three Kingdoms\", which can only be obtained by users online (except for spending RMB to buy related items). In the game, \"vitality\" is needed in many places, so some users can only stay online for a long time every day to accumulate \"vitality\".</p><p>Secondly, even though game developers have now launched facial recognition functions, such as the \"Midnight Patrol\" function officially launched by Tencent Games Health System on July 5, 2021, anyone who refuses or fails facial recognition verification will be treated as a minor, included in the anti-addiction supervision of Tencent Games Health System, and kicked offline.</p><p>However, in the Personal Information Protection Law passed on August 20, biometrics and the personal information of minors under the age of fourteen were listed as sensitive information requiring \"separate consent,\" which in turn brought about the problem of excessive facial recognition infringing on privacy.</p><p>\"Using facial recognition to randomly check whether you are playing games is a very effective way to prevent minors from becoming addicted to games. Of course, it is also a double-edged sword: adult players who play games normally will also be randomly checked. Currently, facial recognition requires the user's individual consent, and there is a lack of mandatory requirements in laws, regulations and policies. In the process of implementation, appropriate technical methods must also be found,\" He Yanzhe, deputy director of the Evaluation Laboratory of the Cyber Security Center of the China Electronics Technology Standardization Institute, told Beike Finance.</p><p>The prescription for preventing addiction is in the hands of parents.</p><p>No matter how much we emphasize the importance of preventing addiction, the current discussion overlooks this most important aspect: parents.</p><p>At the family level, Chinese parents' attitudes towards games fall into two main camps. Parents who approve of games encourage their children to play moderately. They regard games as a parent-child activity, a medium for communication between both parties, and a tool for children to establish an equal relationship with their parents and for the two generations to get to know each other better.</p><p>Based on this understanding, games are no longer limited to an independent product, but have become an art form that combines creativity and business operations. They can often bring a more comprehensive experience that movies and books cannot. The fun real-time strategy, role-playing, and beautiful game soundtracks in high-quality games are all a form of value enrichment.</p><p>For example, playing \"Detroit: Become Human\" allows you to feel some of the development trajectory of the Civil War through the conflicts and compromises between cyborgs and humans. Playing \"Civilization\" allows you to better experience the collision and fusion of different countries and cultures. Even \"GTA 5\", \"Cyberpunk 2077\", and \"The Legend of Zelda\" have become an interactive program after integrating multiple art forms such as film, literature, music, and art. In movies, we can only passively accept the ending, but in games, we can create our own story ending and emotional ending.</p><p>From this perspective, games are not only the ninth art form of the present, but also an art form for the future.</p><p>Of course, it cannot be denied that games are indeed addictive. Strong social interactions and daily tasks require players to invest a lot of time and energy every day, but this is actually an intentional incentive set by the game company. For example, many games still \"poison\" the growth of teenagers—these games are well aware of human flaws in their rules and are overly ingenious in their design:</p><p>Throughout the game, the game designers constantly put pressure on the players, and the players were constantly guided. Gamers become addicted to constantly unlocking maps, skill trees, and skill moves, while also doing side quests to obtain money and special equipment to increase level and attack and defense stats. At the same time, they also have to consider the use of potions, the collection of required materials, and the combination of skill slots, which unknowingly consumes a lot of time and energy in the game, but they cannot extricate themselves. It is precisely these considerable numbers of garbage games that have \"stigmatized\" the entire gaming industry.</p><p>This is mainly due to the domestic gaming environment and the short-sightedness of game developers—foreign game developers can sell dozens or even millions of single-player games in no time, not only earning a good reputation but also breaking even. In China, even the best ideas have to bow to online games in order to survive. Making money takes precedence over game quality (quality means sufficient funding, technology, and talent support). Reskin games have long been the norm in the industry.</p><p>Furthermore, good games undoubtedly carry higher costs and risks than skin-replacement games. If they can only achieve the same level of popularity, decision-makers will naturally choose to make skin-replacement games.</p><p>To put it bluntly, the methodology used to summarize successful domestic games has shaped the user characteristics and product attributes of the entire mainstream game market, which is a preemptive overdraft on the social responsibility and resource cycle of the entire industry.</p><p>As for the parents who oppose games, they always talk about games with preconceived notions and have long been trapped in an individualized narrative logic: minors play games because they don't like learning and have poor self-control. These types of parents also fall into two categories. The first category opposes using games as a medium for education and entertainment. For example, netizen @FlyingMeteor believes that the positive effects of games are putting the cart before the horse:</p><p>\"Any education conducted through games can only lead to two possible outcomes: a boring and tedious gaming experience, or superficial educational content. After all, gamified education is the infamous 'happy education.' Students who receive happy education will quickly lose their motivation to learn without an environment where they can engage in happy education, because their motivation to learn is focused on games that are more interesting than 'learning.' Isn't this putting the cart before the horse?\" The second type is accustomed to blaming all of their children's problems on games, which can also be called an upgraded version of the \"games are harmful\" theory. They ignore the fact that it is precisely the living environment and academic pressure that push their children into games. These parents are not afraid of any particular thing like games, but of losing control over their children. They are afraid of everything they don't know about their children. In the long run, this will only lead to more and more \"giant babies\" and increasingly stringent entertainment restrictions.</p><p>Imagine a scenario where a child goes from being exposed to games to becoming addicted, and parents begin to restrict their time and confiscate their gaming equipment because it affects their studies and life. Afterwards, parents and children started arguing, which escalated into violent confrontation; Ultimately, the child fell into a closed state due to unsuccessful resistance and developed psychological problems.</p><p>Moreover, games are just the best among many online applications. At this moment, readers who can unlock their phones and click on any popular APP will find that more and more internet giants' apps are becoming enthusiastic about establishing account management systems, which are nothing more than building a virtual honor system through trophies, medals, titles, gold coins, and friend rankings.</p><p>Furthermore, various apps have successfully linked virtual assets like gold coins to discounts, and can even discount them proportionally and create friend rankings based on them. This can easily foster feelings of contempt, comparison, and jealousy among users, leading to social interaction.</p><p><img src=\"https://static.tigerbbs.com/15473fe2e89f2029009f828e683250fe\" tg-width=\"695\" tg-height=\"697\" referrerpolicy=\"no-referrer\"></p><p>So, will we therefore ban minors from using all apps?</p><p>To put it bluntly, if parents always unilaterally play the role of \"victims\" but are unwilling to take responsibility, it will be difficult for game developers to prevent children from becoming addicted to games.</p><p>As early as 2017, the People's Daily constructively evaluated that \"the prescription for preventing addiction is in the hands of parents.\" The article mentions, \"A primary school student's words are thought-provoking: 'When I'm lonely, my mom gives me my phone.' We have to reflect that the addiction of primary and secondary school students to games is largely due to problems with their family education.\"</p><p><img src=\"https://static.tigerbbs.com/a781c1d608a5cf5ce5c18b22e77d1f01\" tg-width=\"896\" tg-height=\"591\" referrerpolicy=\"no-referrer\"></p><p>Huxiu readers also left comments under related articles:</p><p>\"Parents have the responsibility and obligation to coordinate the relationship between children and games. When there is a conflict between games and learning, we cannot simply and crudely attribute it to the child's addiction to games. We should respect the child and think more about whether we are not giving the child enough companionship and whether we have truly understood what the child is thinking.\" Moreover, from the perspective of the development of China's game industry, the best outcome should be to use game ratings to select minors, rather than modifying games to adapt to underage users. For example, Japan's game rating system was also introduced due to public opinion, which gradually evolved into a game rating environment.</p><p>Furthermore, domestic game developers could completely follow the example of the United States, prohibiting users under the age of 13 from using various online services and mandating that parents activate the game (and only parents can recharge). The platform would only need to be responsible for handling parents' requests.</p><p>Therefore, from a broader perspective, only when society as a whole realizes the social value of games, rather than just their commercial value, will most parents' attitudes towards games change. Ultimately, games are an interaction between people and programs, which leads to a series of problems such as game addiction and reckless consumption. What is needed is not only an anti-addiction system, but also multi-party cooperation and collaboration among government departments, schools, families and enterprises.</p>\n<div class=\"bt-text\">\n\n\n<p> source:<a href=\"https://www.huxiu.com/article/454196.html\">虎嗅</a></p>\n\n\n</div>\n</article>\n</div>\n</body>\n</html>\n","type":0,"thumbnail":"https://static.tigerbbs.com/1e162525e6a3b0ff25d73dc61f9b99ba","relate_stocks":{"NTES":"网易","00700":"腾讯控股","QNETCN":"纳斯达克中美互联网老虎指数","TCEHY":"腾讯控股ADR"},"source_url":"https://www.huxiu.com/article/454196.html","is_english":false,"share_image_url":"https://static.laohu8.com/e9f99090a1c2ed51c021029395664489","article_id":"2165358276","content_text":"当游戏厂商一再被防沉迷推向风口浪尖时,他们不会想到会以这样的方式被全民热议;更不会想到,监管对防沉迷层层加码,其已成为关乎游戏生死的绝对红线。\n9月6日晚,针对央视关于“网络上可以通过租号、买号等途径绕过监管无限制玩网游”的报道,腾讯游戏回应称:\n\n 账号租卖严重破坏游戏实名制和未成年人保护机制,截至目前,腾讯已向超过20家账号交易平台和多个电商平台起诉或发函,要求停止相关服务。针对该问题,腾讯游戏也呼吁尽快出台相应法规,严格管制账号租卖行为。\n\n\n表面上,游戏防沉迷的话题频频登顶热搜;背后,小学生正与防沉迷进行一场“猫鼠大战”——在这场博弈中,“猫”需要通过监视及围追堵截的方式来控制其游玩时间;“鼠”则通过租买、冒用等手段以规避或跳出防沉迷限制,进而正常游戏。\n而将这场“猫鼠大战”推向白热化的加速剂,无疑是上周国家新闻出版署下发的《关于进一步严格管理切实防止未成年人沉迷网络游戏的通知》(下称《通知》)。\n\n 该《通知》要求,所有网络游戏企业仅可在周五、周六、周日和法定节假日每日20时至21时向未成年人提供1小时服务,其他时间均不得以任何形式向未成年人提供网络游戏服务。另外,所有网络游戏企业不得以任何形式向未实名注册和登录的用户提供游戏服务。\n\n随后王者荣耀升级防沉迷措施,包括:未成年用户仅可在周五、周六、周日和法定节假日的20时至21时进行游戏;未满12周岁的用户无法进行游戏充值;全面关闭iOS游客体验模式;8月31日更新后,单机模式玩法暂时关闭。\n在游戏从业者看来,限制时间段这个举措非常关键:一方面杜绝了相同设备游玩不同游戏时长叠加问题,另一方面杜绝了不同设备同一游戏时长叠加问题,总之解决了游玩总时长累加的难题。\n结果,《通知》落实的第一个周六(9月4日)晚8点,大家就将《王者荣耀》挤崩了——当晚,部分玩家无法登录《王者荣耀》,登入的玩家也无法进行正常匹配、排位以及巅峰赛等。\n\n很快,#王者荣耀崩了#词条冲上微博热搜榜一,部分未成年玩家义愤填庸的在线向官方要说法。毕竟,作为开学后第一个周末,他们翘首以盼等来每周仅有的三分之一游戏时光,却无法游玩实在说不过去。\n\n即便后续游戏恢复正常后,《王者荣耀》官微致歉,并表示将补发对应积分以及一些游戏碎片作为本次异常的补偿,但因为已错过了规定的游戏时段,玩家声讨的留言很快淹没了评论区。\n防租防买防家长\n虽然,防沉迷隔三差五就要被拎出来敲打一番,但游戏厂商其实一直在推动这项工作。\n\n 2007年4月11日,新闻出版总署等八部委联合发布《关于保护未成年人身心健康实施网络游戏防沉迷系统的通知》,要求各网游运营商于4月15日开始在所有网络游戏中试行防沉迷系统。同年7月起,各大网络游戏运营商按照国家要求,投入使用防沉迷系统。\n\n\n 2019年11月,国家新闻出版署发出《关于防止未成年人沉迷网络游戏的通知》,要求实名注册验证,并规定每日22时到次日8时不得为未成年人提供游戏服务,法定节假日每日不超过3小时,其他时间每日不超过1.5小时。同年12月,腾讯游戏、网易游戏、中手游、乐元素、多益网络、创梦天地及盛趣游戏等10家企业共同发表《中国游戏行业未成年人守护宣言》,明确将其作为未成年上线的指引。\n\n\n 2020年5月25日,两会上有代表提出建立网络游戏分级制度,通过人脸识别等技术实行未成年人登入网游时段、时长监管分级,防止青少年沉迷网络游戏。随后,各大游戏厂商陆续升级防沉迷措施。\n\n\n 2021年8月30日,国家新闻出版署下发《通知》,规定里未成年人每周游戏时间加一块只有3小时。 旋即,腾讯游戏、网易游戏、米哈游、心动游戏、英雄互娱、游族网络等公司均第一时间作出回应。\n\n可事实上,游戏厂商不过是在无限接近给出一个“标准答案”,而非真正解决了人们对“未成年保护”以及防沉迷的担忧。\n首先,未成年人沉迷游戏的情况远比我们想象的严重。\n据2021年4月艾瑞咨询发布的《2021年中国游戏领域未成年人保护研究报告》显示,2019年中国未成年游戏用户规模约为1亿人。该报告指出,在未成年人上网经常从事的各类活动中,选择玩游戏的未成年人比例达到61%,尤其游戏行为已成为未成年群体主要休闲活动。\n\n未成年网民上网经常从事和列活动的比例(图源:CNNIC)\n另外,北京青少年法律援助与研究中心8月发布的《未成年人沉迷手机网络游戏现象调研报告》(家长样本小于200)亦显示,沉迷手机网络游戏的未成年人年龄最小11岁,年龄最大即将满18岁,大部分集中于14至17岁。其中,沉迷《王者荣耀》的人数高达83%。\n该中心还在报告中指出,沉迷手游严重损害未成年人的身心健康。比如过度沉迷游戏会导致近视严重下降,饮食不规律导致过早患上肠胃疾病。\n对此,游戏厂商采取的主流防沉迷措施分两种:一是实名认证,筛选出未成年用户;二是限制未成年用户在线时长,超时后游戏收益递减或强制下线。\n\n网上出售实名账号页面\n第一种,网络上有大量的实名信息,有人专门做这个生意,很多未成年还不惜哄骗大人帮忙注册,尤其农村地带的留守儿童因为父母监管不力,游戏上瘾非常普遍。\n比如,“贝壳财经”记者调查发现,在交易猫、租号玩等账号买卖、租售平台上,“本账号已过防沉迷,永久使用,无限制时间”等信息是不少商品的噱头之一。例如,20元可以购买到已经过防沉迷的王者荣耀账号;有梦幻西游账号显示“已认证身份证”;有CF手游账号显示“绑定防沉迷”为“否”(绑定的身份证已满18岁,没有触及防沉迷)。\n即便各大交易平台也需要实行认证才可以进行交易,但目前的灰产交易中身份证实名信息并不难获得,所以上述实名验证流程自然也不成问题。\n\n第二种,部分玩家沉迷PK或竞技乐趣,对游戏收益并不关心,至于强制下线,孩子们依然可以用家长的账号无限制地进行游戏,只要家人愿意配合,不管多少次验证,未成年人都能轻松过关。由此可见,这两点对防沉迷的约束非常有限。\n况且,游戏厂商对防沉迷政策的落实很可能因为“利益冲突”打折扣。例如,《QQ三国》中就设计了“活力”的概念,只有用户在线才会获取(花人民币购买相关道具除外),而在游戏中,很多地方都需要“活力”,所以部分用户只能保持每天长时间在线攒“活力”。\n其次,即便现在游戏厂商推出了人脸识别功能,比如2021年7月5日,腾讯游戏健康系统正式上线“零点巡航”功能,凡是拒绝或未通过人脸验证的,将被当成未成年人,纳入腾讯游戏健康系统的防沉迷监管并踢下线。\n但在8月20日通过的《个人信息保护法》中,生物识别和不满十四周岁未成年人的个人信息被列为了需要“单独同意”的敏感信息,这又带来了过度人脸识别侵犯隐私的问题。\n“用人脸识别抽查是否是本人在玩对于未成年人沉迷游戏是很有效的预防手段,当然这也是一把‘双刃剑’:正常玩游戏的成年玩家也会被抽查,目前人脸识别需要用户的单独同意,在法律法规和政策层面还缺少有强制执行力的要求,执行过程中也要找到恰当的技术方法。”中国电子技术标准化研究院网安中心测评实验室副主任何延哲对贝壳财经记者表示。\n防沉迷的药方,在父母手上\n无论怎么强调防沉迷的重要性都不为过,但目前的讨论恰恰忽视了家长这最重要的一环。\n家庭层面,国内家长对待游戏的态度分为两大阵营,认可游戏的家长阵营会鼓励孩子适度游戏,他们将游戏视作一种亲子活动,是双方沟通的媒介,也是孩子与父辈建立平等关系、两代人更好认识彼此的工具。\n在这个认知基础上,游戏不再局限于一个独立的产品,而变成了一门创意脑洞与商业运作相结合的艺术,很多时候能带来影视和书籍无法带来的更全面的体验,那些优质游戏中妙趣横生的即时战略、角色扮演、优美动听的游戏配乐都是一种价值熏陶。\n比如玩《底特律:变人》从生化人和人类的冲突、妥协能够感受到南北战争的一些发展轨迹,玩《文明》就更能体会到不同国家不同文化的相互碰撞和融合,甚至《GTA5》《赛博朋克2077》《塞尔达传说》在融合电影、文学、音乐、美术多项艺术后变成了一种交互式程序——我们在电影中只能被动接受结局,但在游戏中可以创造属于自己的故事结局和情绪结局。\n从这个层面看,游戏不仅是当下的第九艺术,还是面向未来的艺术。\n当然,不能否认游戏的确有成瘾性,强社交和日常任务会让玩家每天投入大量的时间精力,但这背后其实是游戏公司有意为之的激励设定。比如,至今仍有不少游戏在“荼毒”青少年的成长——该类游戏在规则设置上深谙人性缺陷,设计又过于精巧:\n\n 在整个游戏过程中,游戏策划一直为玩家制造压力,玩家始终在被引导。游戏玩家沉迷于不停解锁地图、技能树和技能动作,还要做支线获得金钱和特殊装备以提升等级和攻防数值,同时还要考虑药水使用和所需素材收集、技能槽的搭配,无形中被游戏吃掉大量的时间、精力却无法自拔。\n\n正是这些数量可观的垃圾游戏,让整个游戏产业被“污名化”。\n这主要缘于国内游戏大环境以及游戏厂商的短视——国外游戏厂商研发个单机游戏分分钟都能卖出数十上百万套,不仅赚得口碑还能保本;而搁在国内,就算有再好的创意,为了生存不得不向网游低头,赚(piàn)钱优先于游戏品质(品质意味着足够的资金、技术、人才支持),换皮游戏早已成为业界常态。\n再加上好游戏比之换皮游戏,所需成本及承担的风险无疑更高,如果只能做到一样的受欢迎程度,决策者自然会选择去做换皮游戏。\n说白了,国内成功游戏总结的方法论塑造了整个主流游戏市场的用户特征和产品属性,这对整个行业的社会责任及资源循环是一种超前透支。\n至于反对游戏的家长阵营,则总是先入为主谈论游戏,长期处于一种个体化的叙事逻辑当中:未成年人玩游戏就是不爱学习、自控力不行。这类家长也分为两类,第一类反对将游戏作为寓教于乐的载体。比如网友@飞羽流星就认为,游戏的正面效应本就是一种本末倒置:\n\n “任何以游戏为载体进行的教育最终只有可能会是两种结果:枯燥易乏的游戏体验,或浅尝辄止的教育内容。毕竟游戏化的教育就是臭名昭著的‘快乐教育’,接受快乐教育的学生,在失去可以进行快乐教育的环境中会迅速丢失学习动力,因为它们的学习动力被锚定在了比‘学习’更有趣的游戏上,这不是本末倒置了吗?”\n\n第二类则习惯一股脑将孩子所有问题归咎于游戏,也可称之为“游戏害人说”的升级版,他们罔顾将孩子推向游戏的恰恰是生活环境及学习压力的事实。这类家长害怕的不是游戏这样的某一特定事物,而是失去对自己孩子的控制,害怕的是孩子身上自己不知道的一切,长此以往只会诞生越来越多的“巨婴”跟越来越苛刻的娱乐限制。\n试想这样一种场景:孩子从接触游戏到无法自拔,家长因为影响学习和生活而开始限制其时间并没收游戏设备;之后家长和孩子开始争吵,进而发展为暴力对抗;最后孩子因为对抗无果,陷入封闭状态,出现心理问题。\n况且,游戏不过是众多网络应用中的佼佼者。此刻,读者可以解锁手机随便点进某款热门应用就会发现,越来越多互联网巨头旗下APP开始热衷建立账户管理体系,无外乎通过奖杯、勋章、称号、金币、好友排名搭建一套虚拟荣誉体系。\n甚至,各类APP成功的把金币这种虚拟资产与优惠挂钩甚至能按比例折现并基于此做出好友排名,这很容易让用户催生出鄙视、攀比、妒忌等情绪,进而形成社交互动。\n\n那么,我们会因此就禁止未成年人使用所有APP吗?\n说一千道一万,如果家长总是单方面扮演“受害方”,却不愿承担该承担的责任,游戏厂商也很难防住孩子沉迷游戏。\n早在2017年,《人民日报》就建设性评价“防沉迷的药方,在父母手上”。文中提到,“有一位小学生的话发人深省,‘当我孤单的时候,我妈妈就把手机给我。’不得不反思,中小学生沉迷游戏,很大程度上是家庭教育出了问题。”\n\n虎嗅读者在相关文章下亦留言称:\n\n “孩子与游戏之间的关系,父母有责任、有义务进行协调——当游戏与学习之间矛盾的时候,不能简单粗暴归咎于孩子对游戏的沉迷,应当尊重孩子,多想想自己是否给孩子的陪伴不够,是否真正了解过孩子内心想的是什么?”\n\n而且从中国游戏产业的发展来看,最好的结果应该是由游戏分级来选择未成年人,而不是通过修改游戏来适应未成年用户。例如,日本的游戏分级制度也是社会舆论倒逼行业推出的,之后才逐步迭代出了游戏分级环境。\n甚至,国内游戏厂商完全可以效仿美国,各种线上服务禁止13岁以下用户使用,且强制需要家长端激活游戏(也只有家长端能充值),平台只需要负责处理家长的请求就好了。\n所以从大环境来说,只有整个社会意识到游戏的社会价值,而不仅仅是商业价值,大部分家长对待游戏的态度才会改观。游戏归根到底是人和程序的互动,由此衍生出来的一系列问题:沉迷游戏、肆意消费等,需要的不只是防沉迷系统,更需要政府主管部门、学校、家庭及企业的多方协作和联动。","news_type":1,"symbols_score_info":{"QNETCN":0.9,"NTES":0.9,"00700":0.9,"TCEHY":0.9}},"isVote":1,"tweetType":1,"viewCount":4988,"authorTweetTopStatus":1,"verified":2,"comments":[],"imageCount":0,"langContent":"EN","totalScore":0},{"id":150278850,"gmtCreate":1624918833970,"gmtModify":1703847704124,"author":{"id":"3556421923259632","authorId":"3556421923259632","name":"6虎虎生威6","avatar":"https://static.tigerbbs.com/4a9d26976694fcb272a962accfd94cb0","crmLevel":2,"crmLevelSwitch":0,"followedFlag":false,"idStr":"3556421923259632","authorIdStr":"3556421923259632"},"themes":[],"title":"","htmlText":"666","listText":"666","text":"666","images":[],"top":1,"highlighted":1,"essential":1,"paper":1,"likeSize":4,"commentSize":0,"repostSize":0,"link":"https://ttm.financial/post/150278850","repostId":"2146158831","repostType":2,"repost":{"id":"2146158831","kind":"news","pubTimestamp":1624893910,"share":"https://ttm.financial/m/news/2146158831?lang=en_US&edition=fundamental","pubTime":"2021-06-28 23:25","market":"us","language":"zh","title":"Nvidia's stock price surpassed $800 for the first time, currently up over 5%, with its total market capitalization approaching $500 billion.","url":"https://stock-news.laohu8.com/highlight/detail?id=2146158831","media":"新浪财经","summary":"英伟达站上800美元大关,涨幅超5%,续刷历史新高。截止目前,成交金额达到52.22亿美元,总市值达到4986亿美元。","content":"<p><span><a href=\"https://laohu8.com/S/NVDA\">NVIDIA</a>It surpassed the $800 mark, with a gain of over 5%, continuing to set a new historical high. To date, the transaction volume has reached $5.222 billion, and the total market capitalization has reached $498.6 billion.</span>Nvidia previously announced a 1:4 stock split on July 20.</p>","source":"sina_symbol","collect":0,"html":"<!DOCTYPE html>\n<html>\n<head>\n<meta http-equiv=\"Content-Type\" content=\"text/html; charset=utf-8\" />\n<meta name=\"viewport\" content=\"width=device-width,initial-scale=1.0,minimum-scale=1.0,maximum-scale=1.0,user-scalable=no\"/>\n<meta name=\"format-detection\" content=\"telephone=no,email=no,address=no\" />\n<title>Nvidia's stock price surpassed $800 for the first time, currently up over 5%, with its total market capitalization approaching $500 billion.</title>\n<style type=\"text/css\">\na,abbr,acronym,address,applet,article,aside,audio,b,big,blockquote,body,canvas,caption,center,cite,code,dd,del,details,dfn,div,dl,dt,\nem,embed,fieldset,figcaption,figure,footer,form,h1,h2,h3,h4,h5,h6,header,hgroup,html,i,iframe,img,ins,kbd,label,legend,li,mark,menu,nav,\nobject,ol,output,p,pre,q,ruby,s,samp,section,small,span,strike,strong,sub,summary,sup,table,tbody,td,tfoot,th,thead,time,tr,tt,u,ul,var,video{ font:inherit;margin:0;padding:0;vertical-align:baseline;border:0 }\nbody{ font-size:16px; line-height:1.5; color:#999; background:transparent; }\n.wrapper{ overflow:hidden;word-break:break-all;padding:10px; }\nh1,h2{ font-weight:normal; line-height:1.35; margin-bottom:.6em; }\nh3,h4,h5,h6{ line-height:1.35; margin-bottom:1em; }\nh1{ font-size:24px; }\nh2{ font-size:20px; }\nh3{ font-size:18px; }\nh4{ font-size:16px; }\nh5{ font-size:14px; }\nh6{ font-size:12px; }\np,ul,ol,blockquote,dl,table{ margin:1.2em 0; }\nul,ol{ margin-left:2em; }\nul{ list-style:disc; }\nol{ list-style:decimal; }\nli,li p{ margin:10px 0;}\nimg{ max-width:100%;display:block;margin:0 auto 1em; }\nblockquote{ color:#B5B2B1; border-left:3px solid #aaa; padding:1em; }\nstrong,b{font-weight:bold;}\nem,i{font-style:italic;}\ntable{ width:100%;border-collapse:collapse;border-spacing:1px;margin:1em 0;font-size:.9em; }\nth,td{ padding:5px;text-align:left;border:1px solid #aaa; }\nth{ font-weight:bold;background:#5d5d5d; }\n.symbol-link{font-weight:bold;}\n/* header{ border-bottom:1px solid #494756; } */\n.title{ margin:0 0 8px;line-height:1.3;color:#ddd; }\n.meta {color:#5e5c6d;font-size:13px;margin:0 0 .5em; }\na{text-decoration:none; color:#2a4b87;}\n.meta .head { display: inline-block; overflow: hidden}\n.head .h-thumb { width: 30px; height: 30px; margin: 0; padding: 0; border-radius: 50%; float: left;}\n.head .h-content { margin: 0; padding: 0 0 0 9px; float: left;}\n.head .h-name {font-size: 13px; color: #eee; margin: 0;}\n.head .h-time {font-size: 12.5px; color: #7E829C; margin: 0;}\n.small {font-size: 12.5px; display: inline-block; transform: scale(0.9); -webkit-transform: scale(0.9); transform-origin: left; -webkit-transform-origin: left;}\n.smaller {font-size: 12.5px; display: inline-block; transform: scale(0.8); -webkit-transform: scale(0.8); transform-origin: left; -webkit-transform-origin: left;}\n.bt-text {font-size: 12px;margin: 1.5em 0 0 0}\n.bt-text p {margin: 0}\n</style>\n</head>\n<body>\n<div class=\"wrapper\">\n<header>\n<h2 class=\"title\">\nNvidia's stock price surpassed $800 for the first time, currently up over 5%, with its total market capitalization approaching $500 billion.\n</h2>\n<h4 class=\"meta\">\n<p class=\"head\">\n<strong class=\"h-name small\">新浪财经</strong><span class=\"h-time small\">2021-06-28 23:25</span>\n</p>\n</h4>\n</header>\n<article>\n<p><span><a href=\"https://laohu8.com/S/NVDA\">NVIDIA</a>It surpassed the $800 mark, with a gain of over 5%, continuing to set a new historical high. To date, the transaction volume has reached $5.222 billion, and the total market capitalization has reached $498.6 billion.</span>Nvidia previously announced a 1:4 stock split on July 20.</p>\n<div class=\"bt-text\">\n\n\n<p> source:<a href=\"https://cj.sina.cn/article/normal_detail?url=https://finance.sina.com.cn/7x24/2021-06-28/doc-ikqciyzk2418178.shtml\">新浪财经</a></p>\n\n\n</div>\n</article>\n</div>\n</body>\n</html>\n","type":0,"thumbnail":"https://static.tigerbbs.com/3f1c866c487eb9e101f73a62d4495ce9","relate_stocks":{"NVDA":"英伟达"},"source_url":"https://cj.sina.cn/article/normal_detail?url=https://finance.sina.com.cn/7x24/2021-06-28/doc-ikqciyzk2418178.shtml","is_english":false,"share_image_url":"https://static.laohu8.com/e9f99090a1c2ed51c021029395664489","article_id":"2146158831","content_text":"英伟达站上800美元大关,涨幅超5%,续刷历史新高。截止目前,成交金额达到52.22亿美元,总市值达到4986亿美元。此前英伟达宣布将于7月20日1:4拆股。","news_type":1,"symbols_score_info":{"NVDA":0.9}},"isVote":1,"tweetType":1,"viewCount":5241,"authorTweetTopStatus":1,"verified":2,"comments":[],"imageCount":0,"langContent":"EN","totalScore":0},{"id":180124977,"gmtCreate":1623195790499,"gmtModify":1704197960915,"author":{"id":"3556421923259632","authorId":"3556421923259632","name":"6虎虎生威6","avatar":"https://static.tigerbbs.com/4a9d26976694fcb272a962accfd94cb0","crmLevel":2,"crmLevelSwitch":0,"followedFlag":false,"idStr":"3556421923259632","authorIdStr":"3556421923259632"},"themes":[],"title":"","htmlText":"misszme","listText":"misszme","text":"misszme","images":[],"top":1,"highlighted":1,"essential":1,"paper":1,"likeSize":0,"commentSize":0,"repostSize":0,"link":"https://ttm.financial/post/180124977","isVote":1,"tweetType":1,"viewCount":4778,"authorTweetTopStatus":1,"verified":2,"comments":[],"imageCount":0,"langContent":"EN","totalScore":0}],"hots":[{"id":880632113,"gmtCreate":1631053835532,"gmtModify":1676530451373,"author":{"id":"3556421923259632","authorId":"3556421923259632","name":"6虎虎生威6","avatar":"https://static.tigerbbs.com/4a9d26976694fcb272a962accfd94cb0","crmLevel":2,"crmLevelSwitch":0,"followedFlag":false,"idStr":"3556421923259632","authorIdStr":"3556421923259632"},"themes":[],"title":"","htmlText":"1","listText":"1","text":"1","images":[],"top":1,"highlighted":1,"essential":1,"paper":1,"likeSize":5,"commentSize":0,"repostSize":0,"link":"https://ttm.financial/post/880632113","repostId":"2165358276","repostType":2,"repost":{"id":"2165358276","kind":"highlight","pubTimestamp":1631027201,"share":"https://ttm.financial/m/news/2165358276?lang=en_US&edition=fundamental","pubTime":"2021-09-07 23:06","market":"us","language":"zh","title":"When playing King of Glory becomes a \"cat and mouse game\"","url":"https://stock-news.laohu8.com/highlight/detail?id=2165358276","media":"虎嗅","summary":"当游戏厂商一再被防沉迷推向风口浪尖时,他们不会想到会以这样的方式被全民热议;更不会想到,监管对防沉迷层层加码,其已成为关乎游戏生死的绝对红线。\n9月6日晚,针对央视关于“网络上可以通过租号、买号等途径","content":"<p>When game developers are repeatedly thrust into the spotlight by anti-addiction measures, they never imagined they would be targeted in this way.<a href=\"https://laohu8.com/S/QC7.SI\">the whole people</a>Hot topic; Unexpectedly, regulators have increased their efforts to prevent addiction, making it an absolute red line concerning the life and death of games.</p><p>On the evening of September 6, in response to a CCTV report that \"online games can be played without restrictions by bypassing regulations through renting or buying accounts,\"<a href=\"https://laohu8.com/S/00700\">Tencent</a>The game responded:</p><p>Account rental and sale seriously undermines the real-name registration system and the protection mechanism for minors in games. To date, Tencent has sued or sent letters to more than 20 account trading platforms and multiple e-commerce platforms, demanding that they cease related services. In response to this issue, Tencent Games has also called for the prompt introduction of corresponding regulations to strictly control account rental and sale.<img src=\"https://static.tigerbbs.com/f27727853a054ddcd57ac0b461030838\" tg-width=\"498\" tg-height=\"274\" referrerpolicy=\"no-referrer\"></p><p>On the surface, the topic of preventing game addiction frequently tops the trending searches; Behind the scenes, elementary school students are engaged in a \"cat-and-mouse battle\" with the anti-addiction team—in this game, the \"cat\" needs to control its playtime by monitoring and surrounding it. \"Rats\" use methods such as renting, buying, and impersonating others to circumvent or bypass anti-addiction restrictions, thereby allowing them to play normally.</p><p>The accelerator that pushed this \"cat-and-mouse war\" to a fever pitch was undoubtedly the \"Notice on Further Strictly Managing and Effectively Preventing Minors from Becoming Addicted to Online Games\" (hereinafter referred to as the \"Notice\") issued by the State Press and Publication Administration last week.</p><p>The notice requires that all online game companies may only provide one hour of service to minors from 8:00 PM to 9:00 PM daily on Fridays, Saturdays, Sundays, and statutory holidays, and may not provide online game services to minors in any form at other times. In addition, all online game companies are prohibited from providing game services in any form to users who have not registered and logged in with their real names. Subsequently, Honor of Kings upgraded its anti-addiction measures, including: underage users can only play the game from 8:00 PM to 9:00 PM on Fridays, Saturdays, Sundays and statutory holidays; Users under the age of 12 are not allowed to recharge in the game; Completely disable the iOS visitor experience mode; After the update on August 31, the single-player mode will be temporarily disabled.</p><p>According to gaming industry professionals, limiting the time period is crucial: on the one hand, it eliminates the problem of overlapping time spent playing different games on the same device; on the other hand, it eliminates the problem of overlapping time spent playing the same game on different devices. In short, it solves the problem of accumulating total playing time.</p><p>As a result, at 8 p.m. on the first Saturday (September 4) after the \"Notice\" was implemented, everyone crashed \"Honor of Kings\" - that night, some players were unable to log in to \"Honor of Kings\", and those who logged in were also unable to perform normal matchmaking, ranking, and peak matches.</p><p><img src=\"https://static.tigerbbs.com/6d56f8fc16651959ca06d3d50481492b\" tg-width=\"1000\" tg-height=\"285\" referrerpolicy=\"no-referrer\"></p><p>Soon, the hashtag #HonorOfKingsCrashed# rushed to the top.<a href=\"https://laohu8.com/S/WB\">Weibo</a>At the top of the trending topics list, some underage players, righteously indignant, demanded an explanation from the authorities online. After all, as the first weekend after school, they were eagerly awaiting their only one-third of the weekly play time, but it was really unreasonable that they couldn't play.</p><p><img src=\"https://static.tigerbbs.com/f861b257cd9da77683c07fed7eeaf813\" tg-width=\"1000\" tg-height=\"857\" referrerpolicy=\"no-referrer\"></p><p>Even after the game returned to normal, the official Weibo account of \"Honor of Kings\" apologized and stated that it would reissue corresponding points and some game fragments as compensation for this anomaly. However, because the designated game time had been missed, the comments section was quickly flooded with complaints from players.</p><p>Avoid renting, buying, and parents</p><p>Although anti-addiction measures are brought up every now and then, game developers have actually been pushing for this work.</p><p>On April 11, 2007, eight ministries, including the General Administration of Press and Publication, jointly issued the \"Notice on Implementing an Online Game Anti-Addiction System to Protect the Physical and Mental Health of Minors,\" requiring all online game operators to begin piloting an anti-addiction system in all online games on April 15. Starting in July of the same year, major online game operators began using anti-addiction systems in accordance with national requirements. In November 2019, the State Press and Publication Administration issued the \"Notice on Preventing Minors from Becoming Addicted to Online Games,\" requiring real-name registration and verification, and stipulating that game services shall not be provided to minors from 10 p.m. to 8 a.m. the next day, with no more than 3 hours per day on statutory holidays and no more than 1.5 hours per day at other times. In December of the same year, Tencent Games, NetEase Games,<a href=\"https://laohu8.com/S/00302\">CMGE</a>Le Element, Duoyi Network<a href=\"https://laohu8.com/S/01119\">iDreamSky</a>Ten companies, including Shanqu Games, jointly issued the \"Declaration on the Protection of Minors in China's Game Industry,\" which clearly states that it will serve as a guideline for minors to launch online games. On May 25, 2020, delegates at the Two Sessions proposed establishing a rating system for online games, which would use technologies such as facial recognition to monitor and categorize the time and duration of minors' access to online games to prevent teenagers from becoming addicted to online games. Subsequently, major game developers successively upgraded their anti-addiction measures. On August 30, 2021, the State Press and Publication Administration issued a \"Notice\" stipulating that minors would only have 3 hours of play time per week plus one piece. Soon after, Tencent Games, NetEase Games, miHoYo, XD Games, Hero Entertainment,<a href=\"https://laohu8.com/S/002174\">Yoozoo Network</a>All companies responded immediately. In reality, game developers are merely getting as close as possible to providing a \"standard answer,\" rather than truly addressing people's concerns about \"protection of minors\" and anti-addiction.</p><p>First of all, the situation of minors becoming addicted to games is far more serious than we imagine.</p><p>According to the \"2021 Research Report on the Protection of Minors in China's Game Industry\" released by iResearch Consulting in April 2021, the number of underage game users in China was approximately 100 million in 2019. The report points out that among the various activities that minors frequently engage in online, the proportion of minors who choose to play games reaches 61%, especially since gaming has become the main leisure activity for minors.</p><p><img src=\"https://static.tigerbbs.com/4b58efc8c04b16e7aeb79c4cf12e222e\" tg-width=\"650\" tg-height=\"573\" referrerpolicy=\"no-referrer\"></p><p>The proportion of underage internet users who frequently engage in and list activities online (Image source: CNNIC)</p><p>In addition, the \"Survey Report on the Phenomenon of Minors Addicted to Mobile Online Games\" (with a sample of less than 200 parents) released by the Beijing Youth Legal Aid and Research Center in August also showed that the youngest minors addicted to mobile online games are 11 years old, and the oldest is about to turn 18, with most of them concentrated between the ages of 14 and 17. Among them, the number of people addicted to \"Honor of Kings\" is as high as 83%.</p><p>The center also pointed out in its report that addiction to mobile games seriously damages the physical and mental health of minors. For example, excessive addiction to games can lead to a severe decline in myopia, and irregular eating habits can cause premature gastrointestinal diseases.</p><p>In response, game developers have adopted two mainstream anti-addiction measures: one is real-name authentication to screen out underage users; Second, restrict the online time of minor users; after exceeding the time limit, game revenue will decrease or they will be forced to take the game offline.</p><p><img src=\"https://static.tigerbbs.com/a78f293b0964597c1ff6979d7410633b\" tg-width=\"750\" tg-height=\"1042\" referrerpolicy=\"no-referrer\"></p><p>Online real-name account sales page</p><p>The first type is that there is a large amount of real-name information online, and some people specialize in this business. Many minors even go so far as to trick adults into helping them register. In particular, left-behind children in rural areas are very addicted to games due to poor parental supervision.</p><p>For example,\"<a href=\"https://laohu8.com/S/BEKE\">Seashell</a>An investigation by Caijing reporters revealed that on account buying and selling platforms such as TradeCat and Zuhaowan, information such as \"This account has expired anti-addiction, can be used permanently, and has no time limit\" is one of the gimmicks for many products. For example, 20 yuan can buy a Honor of Kings account that has undergone anti-addiction treatment; Some Fantasy Westward Journey accounts display \"Verified ID card\"; Some CF Mobile accounts display \"No\" for \"Linking Anti-Addiction\" (the linked ID card is over 18 years old and has not triggered anti-addiction).</p><p>Even though major trading platforms require authentication to conduct transactions, real-name information on ID cards is not difficult to obtain in current gray market transactions, so the aforementioned real-name verification process is naturally not a problem.</p><p><img src=\"https://static.tigerbbs.com/59e7de44b6371daccc7a30f862bdedf3\" tg-width=\"988\" tg-height=\"1454\" referrerpolicy=\"no-referrer\"></p><p>The second type is that some players are addicted to the fun of PvP or competition and do not care about the game revenue. As for forced logging off, children can still play the game without restrictions using their parents' accounts. As long as the family is willing to cooperate, no matter how many verifications are made, minors can easily pass the level. Therefore, it can be seen that these two points have very limited constraints on preventing addiction.</p><p>Moreover, game developers' implementation of anti-addiction policies is likely to be compromised due to \"conflicts of interest\". For example, the concept of \"vitality\" is designed in \"QQ Three Kingdoms\", which can only be obtained by users online (except for spending RMB to buy related items). In the game, \"vitality\" is needed in many places, so some users can only stay online for a long time every day to accumulate \"vitality\".</p><p>Secondly, even though game developers have now launched facial recognition functions, such as the \"Midnight Patrol\" function officially launched by Tencent Games Health System on July 5, 2021, anyone who refuses or fails facial recognition verification will be treated as a minor, included in the anti-addiction supervision of Tencent Games Health System, and kicked offline.</p><p>However, in the Personal Information Protection Law passed on August 20, biometrics and the personal information of minors under the age of fourteen were listed as sensitive information requiring \"separate consent,\" which in turn brought about the problem of excessive facial recognition infringing on privacy.</p><p>\"Using facial recognition to randomly check whether you are playing games is a very effective way to prevent minors from becoming addicted to games. Of course, it is also a double-edged sword: adult players who play games normally will also be randomly checked. Currently, facial recognition requires the user's individual consent, and there is a lack of mandatory requirements in laws, regulations and policies. In the process of implementation, appropriate technical methods must also be found,\" He Yanzhe, deputy director of the Evaluation Laboratory of the Cyber Security Center of the China Electronics Technology Standardization Institute, told Beike Finance.</p><p>The prescription for preventing addiction is in the hands of parents.</p><p>No matter how much we emphasize the importance of preventing addiction, the current discussion overlooks this most important aspect: parents.</p><p>At the family level, Chinese parents' attitudes towards games fall into two main camps. Parents who approve of games encourage their children to play moderately. They regard games as a parent-child activity, a medium for communication between both parties, and a tool for children to establish an equal relationship with their parents and for the two generations to get to know each other better.</p><p>Based on this understanding, games are no longer limited to an independent product, but have become an art form that combines creativity and business operations. They can often bring a more comprehensive experience that movies and books cannot. The fun real-time strategy, role-playing, and beautiful game soundtracks in high-quality games are all a form of value enrichment.</p><p>For example, playing \"Detroit: Become Human\" allows you to feel some of the development trajectory of the Civil War through the conflicts and compromises between cyborgs and humans. Playing \"Civilization\" allows you to better experience the collision and fusion of different countries and cultures. Even \"GTA 5\", \"Cyberpunk 2077\", and \"The Legend of Zelda\" have become an interactive program after integrating multiple art forms such as film, literature, music, and art. In movies, we can only passively accept the ending, but in games, we can create our own story ending and emotional ending.</p><p>From this perspective, games are not only the ninth art form of the present, but also an art form for the future.</p><p>Of course, it cannot be denied that games are indeed addictive. Strong social interactions and daily tasks require players to invest a lot of time and energy every day, but this is actually an intentional incentive set by the game company. For example, many games still \"poison\" the growth of teenagers—these games are well aware of human flaws in their rules and are overly ingenious in their design:</p><p>Throughout the game, the game designers constantly put pressure on the players, and the players were constantly guided. Gamers become addicted to constantly unlocking maps, skill trees, and skill moves, while also doing side quests to obtain money and special equipment to increase level and attack and defense stats. At the same time, they also have to consider the use of potions, the collection of required materials, and the combination of skill slots, which unknowingly consumes a lot of time and energy in the game, but they cannot extricate themselves. It is precisely these considerable numbers of garbage games that have \"stigmatized\" the entire gaming industry.</p><p>This is mainly due to the domestic gaming environment and the short-sightedness of game developers—foreign game developers can sell dozens or even millions of single-player games in no time, not only earning a good reputation but also breaking even. In China, even the best ideas have to bow to online games in order to survive. Making money takes precedence over game quality (quality means sufficient funding, technology, and talent support). Reskin games have long been the norm in the industry.</p><p>Furthermore, good games undoubtedly carry higher costs and risks than skin-replacement games. If they can only achieve the same level of popularity, decision-makers will naturally choose to make skin-replacement games.</p><p>To put it bluntly, the methodology used to summarize successful domestic games has shaped the user characteristics and product attributes of the entire mainstream game market, which is a preemptive overdraft on the social responsibility and resource cycle of the entire industry.</p><p>As for the parents who oppose games, they always talk about games with preconceived notions and have long been trapped in an individualized narrative logic: minors play games because they don't like learning and have poor self-control. These types of parents also fall into two categories. The first category opposes using games as a medium for education and entertainment. For example, netizen @FlyingMeteor believes that the positive effects of games are putting the cart before the horse:</p><p>\"Any education conducted through games can only lead to two possible outcomes: a boring and tedious gaming experience, or superficial educational content. After all, gamified education is the infamous 'happy education.' Students who receive happy education will quickly lose their motivation to learn without an environment where they can engage in happy education, because their motivation to learn is focused on games that are more interesting than 'learning.' Isn't this putting the cart before the horse?\" The second type is accustomed to blaming all of their children's problems on games, which can also be called an upgraded version of the \"games are harmful\" theory. They ignore the fact that it is precisely the living environment and academic pressure that push their children into games. These parents are not afraid of any particular thing like games, but of losing control over their children. They are afraid of everything they don't know about their children. In the long run, this will only lead to more and more \"giant babies\" and increasingly stringent entertainment restrictions.</p><p>Imagine a scenario where a child goes from being exposed to games to becoming addicted, and parents begin to restrict their time and confiscate their gaming equipment because it affects their studies and life. Afterwards, parents and children started arguing, which escalated into violent confrontation; Ultimately, the child fell into a closed state due to unsuccessful resistance and developed psychological problems.</p><p>Moreover, games are just the best among many online applications. At this moment, readers who can unlock their phones and click on any popular APP will find that more and more internet giants' apps are becoming enthusiastic about establishing account management systems, which are nothing more than building a virtual honor system through trophies, medals, titles, gold coins, and friend rankings.</p><p>Furthermore, various apps have successfully linked virtual assets like gold coins to discounts, and can even discount them proportionally and create friend rankings based on them. This can easily foster feelings of contempt, comparison, and jealousy among users, leading to social interaction.</p><p><img src=\"https://static.tigerbbs.com/15473fe2e89f2029009f828e683250fe\" tg-width=\"695\" tg-height=\"697\" referrerpolicy=\"no-referrer\"></p><p>So, will we therefore ban minors from using all apps?</p><p>To put it bluntly, if parents always unilaterally play the role of \"victims\" but are unwilling to take responsibility, it will be difficult for game developers to prevent children from becoming addicted to games.</p><p>As early as 2017, the People's Daily constructively evaluated that \"the prescription for preventing addiction is in the hands of parents.\" The article mentions, \"A primary school student's words are thought-provoking: 'When I'm lonely, my mom gives me my phone.' We have to reflect that the addiction of primary and secondary school students to games is largely due to problems with their family education.\"</p><p><img src=\"https://static.tigerbbs.com/a781c1d608a5cf5ce5c18b22e77d1f01\" tg-width=\"896\" tg-height=\"591\" referrerpolicy=\"no-referrer\"></p><p>Huxiu readers also left comments under related articles:</p><p>\"Parents have the responsibility and obligation to coordinate the relationship between children and games. When there is a conflict between games and learning, we cannot simply and crudely attribute it to the child's addiction to games. We should respect the child and think more about whether we are not giving the child enough companionship and whether we have truly understood what the child is thinking.\" Moreover, from the perspective of the development of China's game industry, the best outcome should be to use game ratings to select minors, rather than modifying games to adapt to underage users. For example, Japan's game rating system was also introduced due to public opinion, which gradually evolved into a game rating environment.</p><p>Furthermore, domestic game developers could completely follow the example of the United States, prohibiting users under the age of 13 from using various online services and mandating that parents activate the game (and only parents can recharge). The platform would only need to be responsible for handling parents' requests.</p><p>Therefore, from a broader perspective, only when society as a whole realizes the social value of games, rather than just their commercial value, will most parents' attitudes towards games change. Ultimately, games are an interaction between people and programs, which leads to a series of problems such as game addiction and reckless consumption. What is needed is not only an anti-addiction system, but also multi-party cooperation and collaboration among government departments, schools, families and enterprises.</p>","source":"highlight_huxiu","collect":0,"html":"<!DOCTYPE html>\n<html>\n<head>\n<meta http-equiv=\"Content-Type\" content=\"text/html; charset=utf-8\" />\n<meta name=\"viewport\" content=\"width=device-width,initial-scale=1.0,minimum-scale=1.0,maximum-scale=1.0,user-scalable=no\"/>\n<meta name=\"format-detection\" content=\"telephone=no,email=no,address=no\" />\n<title>When playing King of Glory becomes a \"cat and mouse game\"</title>\n<style type=\"text/css\">\na,abbr,acronym,address,applet,article,aside,audio,b,big,blockquote,body,canvas,caption,center,cite,code,dd,del,details,dfn,div,dl,dt,\nem,embed,fieldset,figcaption,figure,footer,form,h1,h2,h3,h4,h5,h6,header,hgroup,html,i,iframe,img,ins,kbd,label,legend,li,mark,menu,nav,\nobject,ol,output,p,pre,q,ruby,s,samp,section,small,span,strike,strong,sub,summary,sup,table,tbody,td,tfoot,th,thead,time,tr,tt,u,ul,var,video{ font:inherit;margin:0;padding:0;vertical-align:baseline;border:0 }\nbody{ font-size:16px; line-height:1.5; color:#999; background:transparent; }\n.wrapper{ overflow:hidden;word-break:break-all;padding:10px; }\nh1,h2{ font-weight:normal; line-height:1.35; margin-bottom:.6em; }\nh3,h4,h5,h6{ line-height:1.35; margin-bottom:1em; }\nh1{ font-size:24px; }\nh2{ font-size:20px; }\nh3{ font-size:18px; }\nh4{ font-size:16px; }\nh5{ font-size:14px; }\nh6{ font-size:12px; }\np,ul,ol,blockquote,dl,table{ margin:1.2em 0; }\nul,ol{ margin-left:2em; }\nul{ list-style:disc; }\nol{ list-style:decimal; }\nli,li p{ margin:10px 0;}\nimg{ max-width:100%;display:block;margin:0 auto 1em; }\nblockquote{ color:#B5B2B1; border-left:3px solid #aaa; padding:1em; }\nstrong,b{font-weight:bold;}\nem,i{font-style:italic;}\ntable{ width:100%;border-collapse:collapse;border-spacing:1px;margin:1em 0;font-size:.9em; }\nth,td{ padding:5px;text-align:left;border:1px solid #aaa; }\nth{ font-weight:bold;background:#5d5d5d; }\n.symbol-link{font-weight:bold;}\n/* header{ border-bottom:1px solid #494756; } */\n.title{ margin:0 0 8px;line-height:1.3;color:#ddd; }\n.meta {color:#5e5c6d;font-size:13px;margin:0 0 .5em; }\na{text-decoration:none; color:#2a4b87;}\n.meta .head { display: inline-block; overflow: hidden}\n.head .h-thumb { width: 30px; height: 30px; margin: 0; padding: 0; border-radius: 50%; float: left;}\n.head .h-content { margin: 0; padding: 0 0 0 9px; float: left;}\n.head .h-name {font-size: 13px; color: #eee; margin: 0;}\n.head .h-time {font-size: 12.5px; color: #7E829C; margin: 0;}\n.small {font-size: 12.5px; display: inline-block; transform: scale(0.9); -webkit-transform: scale(0.9); transform-origin: left; -webkit-transform-origin: left;}\n.smaller {font-size: 12.5px; display: inline-block; transform: scale(0.8); -webkit-transform: scale(0.8); transform-origin: left; -webkit-transform-origin: left;}\n.bt-text {font-size: 12px;margin: 1.5em 0 0 0}\n.bt-text p {margin: 0}\n</style>\n</head>\n<body>\n<div class=\"wrapper\">\n<header>\n<h2 class=\"title\">\nWhen playing King of Glory becomes a \"cat and mouse game\"\n</h2>\n<h4 class=\"meta\">\n<p class=\"head\">\n<strong class=\"h-name small\">虎嗅</strong><span class=\"h-time small\">2021-09-07 23:06</span>\n</p>\n</h4>\n</header>\n<article>\n<p>When game developers are repeatedly thrust into the spotlight by anti-addiction measures, they never imagined they would be targeted in this way.<a href=\"https://laohu8.com/S/QC7.SI\">the whole people</a>Hot topic; Unexpectedly, regulators have increased their efforts to prevent addiction, making it an absolute red line concerning the life and death of games.</p><p>On the evening of September 6, in response to a CCTV report that \"online games can be played without restrictions by bypassing regulations through renting or buying accounts,\"<a href=\"https://laohu8.com/S/00700\">Tencent</a>The game responded:</p><p>Account rental and sale seriously undermines the real-name registration system and the protection mechanism for minors in games. To date, Tencent has sued or sent letters to more than 20 account trading platforms and multiple e-commerce platforms, demanding that they cease related services. In response to this issue, Tencent Games has also called for the prompt introduction of corresponding regulations to strictly control account rental and sale.<img src=\"https://static.tigerbbs.com/f27727853a054ddcd57ac0b461030838\" tg-width=\"498\" tg-height=\"274\" referrerpolicy=\"no-referrer\"></p><p>On the surface, the topic of preventing game addiction frequently tops the trending searches; Behind the scenes, elementary school students are engaged in a \"cat-and-mouse battle\" with the anti-addiction team—in this game, the \"cat\" needs to control its playtime by monitoring and surrounding it. \"Rats\" use methods such as renting, buying, and impersonating others to circumvent or bypass anti-addiction restrictions, thereby allowing them to play normally.</p><p>The accelerator that pushed this \"cat-and-mouse war\" to a fever pitch was undoubtedly the \"Notice on Further Strictly Managing and Effectively Preventing Minors from Becoming Addicted to Online Games\" (hereinafter referred to as the \"Notice\") issued by the State Press and Publication Administration last week.</p><p>The notice requires that all online game companies may only provide one hour of service to minors from 8:00 PM to 9:00 PM daily on Fridays, Saturdays, Sundays, and statutory holidays, and may not provide online game services to minors in any form at other times. In addition, all online game companies are prohibited from providing game services in any form to users who have not registered and logged in with their real names. Subsequently, Honor of Kings upgraded its anti-addiction measures, including: underage users can only play the game from 8:00 PM to 9:00 PM on Fridays, Saturdays, Sundays and statutory holidays; Users under the age of 12 are not allowed to recharge in the game; Completely disable the iOS visitor experience mode; After the update on August 31, the single-player mode will be temporarily disabled.</p><p>According to gaming industry professionals, limiting the time period is crucial: on the one hand, it eliminates the problem of overlapping time spent playing different games on the same device; on the other hand, it eliminates the problem of overlapping time spent playing the same game on different devices. In short, it solves the problem of accumulating total playing time.</p><p>As a result, at 8 p.m. on the first Saturday (September 4) after the \"Notice\" was implemented, everyone crashed \"Honor of Kings\" - that night, some players were unable to log in to \"Honor of Kings\", and those who logged in were also unable to perform normal matchmaking, ranking, and peak matches.</p><p><img src=\"https://static.tigerbbs.com/6d56f8fc16651959ca06d3d50481492b\" tg-width=\"1000\" tg-height=\"285\" referrerpolicy=\"no-referrer\"></p><p>Soon, the hashtag #HonorOfKingsCrashed# rushed to the top.<a href=\"https://laohu8.com/S/WB\">Weibo</a>At the top of the trending topics list, some underage players, righteously indignant, demanded an explanation from the authorities online. After all, as the first weekend after school, they were eagerly awaiting their only one-third of the weekly play time, but it was really unreasonable that they couldn't play.</p><p><img src=\"https://static.tigerbbs.com/f861b257cd9da77683c07fed7eeaf813\" tg-width=\"1000\" tg-height=\"857\" referrerpolicy=\"no-referrer\"></p><p>Even after the game returned to normal, the official Weibo account of \"Honor of Kings\" apologized and stated that it would reissue corresponding points and some game fragments as compensation for this anomaly. However, because the designated game time had been missed, the comments section was quickly flooded with complaints from players.</p><p>Avoid renting, buying, and parents</p><p>Although anti-addiction measures are brought up every now and then, game developers have actually been pushing for this work.</p><p>On April 11, 2007, eight ministries, including the General Administration of Press and Publication, jointly issued the \"Notice on Implementing an Online Game Anti-Addiction System to Protect the Physical and Mental Health of Minors,\" requiring all online game operators to begin piloting an anti-addiction system in all online games on April 15. Starting in July of the same year, major online game operators began using anti-addiction systems in accordance with national requirements. In November 2019, the State Press and Publication Administration issued the \"Notice on Preventing Minors from Becoming Addicted to Online Games,\" requiring real-name registration and verification, and stipulating that game services shall not be provided to minors from 10 p.m. to 8 a.m. the next day, with no more than 3 hours per day on statutory holidays and no more than 1.5 hours per day at other times. In December of the same year, Tencent Games, NetEase Games,<a href=\"https://laohu8.com/S/00302\">CMGE</a>Le Element, Duoyi Network<a href=\"https://laohu8.com/S/01119\">iDreamSky</a>Ten companies, including Shanqu Games, jointly issued the \"Declaration on the Protection of Minors in China's Game Industry,\" which clearly states that it will serve as a guideline for minors to launch online games. On May 25, 2020, delegates at the Two Sessions proposed establishing a rating system for online games, which would use technologies such as facial recognition to monitor and categorize the time and duration of minors' access to online games to prevent teenagers from becoming addicted to online games. Subsequently, major game developers successively upgraded their anti-addiction measures. On August 30, 2021, the State Press and Publication Administration issued a \"Notice\" stipulating that minors would only have 3 hours of play time per week plus one piece. Soon after, Tencent Games, NetEase Games, miHoYo, XD Games, Hero Entertainment,<a href=\"https://laohu8.com/S/002174\">Yoozoo Network</a>All companies responded immediately. In reality, game developers are merely getting as close as possible to providing a \"standard answer,\" rather than truly addressing people's concerns about \"protection of minors\" and anti-addiction.</p><p>First of all, the situation of minors becoming addicted to games is far more serious than we imagine.</p><p>According to the \"2021 Research Report on the Protection of Minors in China's Game Industry\" released by iResearch Consulting in April 2021, the number of underage game users in China was approximately 100 million in 2019. The report points out that among the various activities that minors frequently engage in online, the proportion of minors who choose to play games reaches 61%, especially since gaming has become the main leisure activity for minors.</p><p><img src=\"https://static.tigerbbs.com/4b58efc8c04b16e7aeb79c4cf12e222e\" tg-width=\"650\" tg-height=\"573\" referrerpolicy=\"no-referrer\"></p><p>The proportion of underage internet users who frequently engage in and list activities online (Image source: CNNIC)</p><p>In addition, the \"Survey Report on the Phenomenon of Minors Addicted to Mobile Online Games\" (with a sample of less than 200 parents) released by the Beijing Youth Legal Aid and Research Center in August also showed that the youngest minors addicted to mobile online games are 11 years old, and the oldest is about to turn 18, with most of them concentrated between the ages of 14 and 17. Among them, the number of people addicted to \"Honor of Kings\" is as high as 83%.</p><p>The center also pointed out in its report that addiction to mobile games seriously damages the physical and mental health of minors. For example, excessive addiction to games can lead to a severe decline in myopia, and irregular eating habits can cause premature gastrointestinal diseases.</p><p>In response, game developers have adopted two mainstream anti-addiction measures: one is real-name authentication to screen out underage users; Second, restrict the online time of minor users; after exceeding the time limit, game revenue will decrease or they will be forced to take the game offline.</p><p><img src=\"https://static.tigerbbs.com/a78f293b0964597c1ff6979d7410633b\" tg-width=\"750\" tg-height=\"1042\" referrerpolicy=\"no-referrer\"></p><p>Online real-name account sales page</p><p>The first type is that there is a large amount of real-name information online, and some people specialize in this business. Many minors even go so far as to trick adults into helping them register. In particular, left-behind children in rural areas are very addicted to games due to poor parental supervision.</p><p>For example,\"<a href=\"https://laohu8.com/S/BEKE\">Seashell</a>An investigation by Caijing reporters revealed that on account buying and selling platforms such as TradeCat and Zuhaowan, information such as \"This account has expired anti-addiction, can be used permanently, and has no time limit\" is one of the gimmicks for many products. For example, 20 yuan can buy a Honor of Kings account that has undergone anti-addiction treatment; Some Fantasy Westward Journey accounts display \"Verified ID card\"; Some CF Mobile accounts display \"No\" for \"Linking Anti-Addiction\" (the linked ID card is over 18 years old and has not triggered anti-addiction).</p><p>Even though major trading platforms require authentication to conduct transactions, real-name information on ID cards is not difficult to obtain in current gray market transactions, so the aforementioned real-name verification process is naturally not a problem.</p><p><img src=\"https://static.tigerbbs.com/59e7de44b6371daccc7a30f862bdedf3\" tg-width=\"988\" tg-height=\"1454\" referrerpolicy=\"no-referrer\"></p><p>The second type is that some players are addicted to the fun of PvP or competition and do not care about the game revenue. As for forced logging off, children can still play the game without restrictions using their parents' accounts. As long as the family is willing to cooperate, no matter how many verifications are made, minors can easily pass the level. Therefore, it can be seen that these two points have very limited constraints on preventing addiction.</p><p>Moreover, game developers' implementation of anti-addiction policies is likely to be compromised due to \"conflicts of interest\". For example, the concept of \"vitality\" is designed in \"QQ Three Kingdoms\", which can only be obtained by users online (except for spending RMB to buy related items). In the game, \"vitality\" is needed in many places, so some users can only stay online for a long time every day to accumulate \"vitality\".</p><p>Secondly, even though game developers have now launched facial recognition functions, such as the \"Midnight Patrol\" function officially launched by Tencent Games Health System on July 5, 2021, anyone who refuses or fails facial recognition verification will be treated as a minor, included in the anti-addiction supervision of Tencent Games Health System, and kicked offline.</p><p>However, in the Personal Information Protection Law passed on August 20, biometrics and the personal information of minors under the age of fourteen were listed as sensitive information requiring \"separate consent,\" which in turn brought about the problem of excessive facial recognition infringing on privacy.</p><p>\"Using facial recognition to randomly check whether you are playing games is a very effective way to prevent minors from becoming addicted to games. Of course, it is also a double-edged sword: adult players who play games normally will also be randomly checked. Currently, facial recognition requires the user's individual consent, and there is a lack of mandatory requirements in laws, regulations and policies. In the process of implementation, appropriate technical methods must also be found,\" He Yanzhe, deputy director of the Evaluation Laboratory of the Cyber Security Center of the China Electronics Technology Standardization Institute, told Beike Finance.</p><p>The prescription for preventing addiction is in the hands of parents.</p><p>No matter how much we emphasize the importance of preventing addiction, the current discussion overlooks this most important aspect: parents.</p><p>At the family level, Chinese parents' attitudes towards games fall into two main camps. Parents who approve of games encourage their children to play moderately. They regard games as a parent-child activity, a medium for communication between both parties, and a tool for children to establish an equal relationship with their parents and for the two generations to get to know each other better.</p><p>Based on this understanding, games are no longer limited to an independent product, but have become an art form that combines creativity and business operations. They can often bring a more comprehensive experience that movies and books cannot. The fun real-time strategy, role-playing, and beautiful game soundtracks in high-quality games are all a form of value enrichment.</p><p>For example, playing \"Detroit: Become Human\" allows you to feel some of the development trajectory of the Civil War through the conflicts and compromises between cyborgs and humans. Playing \"Civilization\" allows you to better experience the collision and fusion of different countries and cultures. Even \"GTA 5\", \"Cyberpunk 2077\", and \"The Legend of Zelda\" have become an interactive program after integrating multiple art forms such as film, literature, music, and art. In movies, we can only passively accept the ending, but in games, we can create our own story ending and emotional ending.</p><p>From this perspective, games are not only the ninth art form of the present, but also an art form for the future.</p><p>Of course, it cannot be denied that games are indeed addictive. Strong social interactions and daily tasks require players to invest a lot of time and energy every day, but this is actually an intentional incentive set by the game company. For example, many games still \"poison\" the growth of teenagers—these games are well aware of human flaws in their rules and are overly ingenious in their design:</p><p>Throughout the game, the game designers constantly put pressure on the players, and the players were constantly guided. Gamers become addicted to constantly unlocking maps, skill trees, and skill moves, while also doing side quests to obtain money and special equipment to increase level and attack and defense stats. At the same time, they also have to consider the use of potions, the collection of required materials, and the combination of skill slots, which unknowingly consumes a lot of time and energy in the game, but they cannot extricate themselves. It is precisely these considerable numbers of garbage games that have \"stigmatized\" the entire gaming industry.</p><p>This is mainly due to the domestic gaming environment and the short-sightedness of game developers—foreign game developers can sell dozens or even millions of single-player games in no time, not only earning a good reputation but also breaking even. In China, even the best ideas have to bow to online games in order to survive. Making money takes precedence over game quality (quality means sufficient funding, technology, and talent support). Reskin games have long been the norm in the industry.</p><p>Furthermore, good games undoubtedly carry higher costs and risks than skin-replacement games. If they can only achieve the same level of popularity, decision-makers will naturally choose to make skin-replacement games.</p><p>To put it bluntly, the methodology used to summarize successful domestic games has shaped the user characteristics and product attributes of the entire mainstream game market, which is a preemptive overdraft on the social responsibility and resource cycle of the entire industry.</p><p>As for the parents who oppose games, they always talk about games with preconceived notions and have long been trapped in an individualized narrative logic: minors play games because they don't like learning and have poor self-control. These types of parents also fall into two categories. The first category opposes using games as a medium for education and entertainment. For example, netizen @FlyingMeteor believes that the positive effects of games are putting the cart before the horse:</p><p>\"Any education conducted through games can only lead to two possible outcomes: a boring and tedious gaming experience, or superficial educational content. After all, gamified education is the infamous 'happy education.' Students who receive happy education will quickly lose their motivation to learn without an environment where they can engage in happy education, because their motivation to learn is focused on games that are more interesting than 'learning.' Isn't this putting the cart before the horse?\" The second type is accustomed to blaming all of their children's problems on games, which can also be called an upgraded version of the \"games are harmful\" theory. They ignore the fact that it is precisely the living environment and academic pressure that push their children into games. These parents are not afraid of any particular thing like games, but of losing control over their children. They are afraid of everything they don't know about their children. In the long run, this will only lead to more and more \"giant babies\" and increasingly stringent entertainment restrictions.</p><p>Imagine a scenario where a child goes from being exposed to games to becoming addicted, and parents begin to restrict their time and confiscate their gaming equipment because it affects their studies and life. Afterwards, parents and children started arguing, which escalated into violent confrontation; Ultimately, the child fell into a closed state due to unsuccessful resistance and developed psychological problems.</p><p>Moreover, games are just the best among many online applications. At this moment, readers who can unlock their phones and click on any popular APP will find that more and more internet giants' apps are becoming enthusiastic about establishing account management systems, which are nothing more than building a virtual honor system through trophies, medals, titles, gold coins, and friend rankings.</p><p>Furthermore, various apps have successfully linked virtual assets like gold coins to discounts, and can even discount them proportionally and create friend rankings based on them. This can easily foster feelings of contempt, comparison, and jealousy among users, leading to social interaction.</p><p><img src=\"https://static.tigerbbs.com/15473fe2e89f2029009f828e683250fe\" tg-width=\"695\" tg-height=\"697\" referrerpolicy=\"no-referrer\"></p><p>So, will we therefore ban minors from using all apps?</p><p>To put it bluntly, if parents always unilaterally play the role of \"victims\" but are unwilling to take responsibility, it will be difficult for game developers to prevent children from becoming addicted to games.</p><p>As early as 2017, the People's Daily constructively evaluated that \"the prescription for preventing addiction is in the hands of parents.\" The article mentions, \"A primary school student's words are thought-provoking: 'When I'm lonely, my mom gives me my phone.' We have to reflect that the addiction of primary and secondary school students to games is largely due to problems with their family education.\"</p><p><img src=\"https://static.tigerbbs.com/a781c1d608a5cf5ce5c18b22e77d1f01\" tg-width=\"896\" tg-height=\"591\" referrerpolicy=\"no-referrer\"></p><p>Huxiu readers also left comments under related articles:</p><p>\"Parents have the responsibility and obligation to coordinate the relationship between children and games. When there is a conflict between games and learning, we cannot simply and crudely attribute it to the child's addiction to games. We should respect the child and think more about whether we are not giving the child enough companionship and whether we have truly understood what the child is thinking.\" Moreover, from the perspective of the development of China's game industry, the best outcome should be to use game ratings to select minors, rather than modifying games to adapt to underage users. For example, Japan's game rating system was also introduced due to public opinion, which gradually evolved into a game rating environment.</p><p>Furthermore, domestic game developers could completely follow the example of the United States, prohibiting users under the age of 13 from using various online services and mandating that parents activate the game (and only parents can recharge). The platform would only need to be responsible for handling parents' requests.</p><p>Therefore, from a broader perspective, only when society as a whole realizes the social value of games, rather than just their commercial value, will most parents' attitudes towards games change. Ultimately, games are an interaction between people and programs, which leads to a series of problems such as game addiction and reckless consumption. What is needed is not only an anti-addiction system, but also multi-party cooperation and collaboration among government departments, schools, families and enterprises.</p>\n<div class=\"bt-text\">\n\n\n<p> source:<a href=\"https://www.huxiu.com/article/454196.html\">虎嗅</a></p>\n\n\n</div>\n</article>\n</div>\n</body>\n</html>\n","type":0,"thumbnail":"https://static.tigerbbs.com/1e162525e6a3b0ff25d73dc61f9b99ba","relate_stocks":{"NTES":"网易","00700":"腾讯控股","QNETCN":"纳斯达克中美互联网老虎指数","TCEHY":"腾讯控股ADR"},"source_url":"https://www.huxiu.com/article/454196.html","is_english":false,"share_image_url":"https://static.laohu8.com/e9f99090a1c2ed51c021029395664489","article_id":"2165358276","content_text":"当游戏厂商一再被防沉迷推向风口浪尖时,他们不会想到会以这样的方式被全民热议;更不会想到,监管对防沉迷层层加码,其已成为关乎游戏生死的绝对红线。\n9月6日晚,针对央视关于“网络上可以通过租号、买号等途径绕过监管无限制玩网游”的报道,腾讯游戏回应称:\n\n 账号租卖严重破坏游戏实名制和未成年人保护机制,截至目前,腾讯已向超过20家账号交易平台和多个电商平台起诉或发函,要求停止相关服务。针对该问题,腾讯游戏也呼吁尽快出台相应法规,严格管制账号租卖行为。\n\n\n表面上,游戏防沉迷的话题频频登顶热搜;背后,小学生正与防沉迷进行一场“猫鼠大战”——在这场博弈中,“猫”需要通过监视及围追堵截的方式来控制其游玩时间;“鼠”则通过租买、冒用等手段以规避或跳出防沉迷限制,进而正常游戏。\n而将这场“猫鼠大战”推向白热化的加速剂,无疑是上周国家新闻出版署下发的《关于进一步严格管理切实防止未成年人沉迷网络游戏的通知》(下称《通知》)。\n\n 该《通知》要求,所有网络游戏企业仅可在周五、周六、周日和法定节假日每日20时至21时向未成年人提供1小时服务,其他时间均不得以任何形式向未成年人提供网络游戏服务。另外,所有网络游戏企业不得以任何形式向未实名注册和登录的用户提供游戏服务。\n\n随后王者荣耀升级防沉迷措施,包括:未成年用户仅可在周五、周六、周日和法定节假日的20时至21时进行游戏;未满12周岁的用户无法进行游戏充值;全面关闭iOS游客体验模式;8月31日更新后,单机模式玩法暂时关闭。\n在游戏从业者看来,限制时间段这个举措非常关键:一方面杜绝了相同设备游玩不同游戏时长叠加问题,另一方面杜绝了不同设备同一游戏时长叠加问题,总之解决了游玩总时长累加的难题。\n结果,《通知》落实的第一个周六(9月4日)晚8点,大家就将《王者荣耀》挤崩了——当晚,部分玩家无法登录《王者荣耀》,登入的玩家也无法进行正常匹配、排位以及巅峰赛等。\n\n很快,#王者荣耀崩了#词条冲上微博热搜榜一,部分未成年玩家义愤填庸的在线向官方要说法。毕竟,作为开学后第一个周末,他们翘首以盼等来每周仅有的三分之一游戏时光,却无法游玩实在说不过去。\n\n即便后续游戏恢复正常后,《王者荣耀》官微致歉,并表示将补发对应积分以及一些游戏碎片作为本次异常的补偿,但因为已错过了规定的游戏时段,玩家声讨的留言很快淹没了评论区。\n防租防买防家长\n虽然,防沉迷隔三差五就要被拎出来敲打一番,但游戏厂商其实一直在推动这项工作。\n\n 2007年4月11日,新闻出版总署等八部委联合发布《关于保护未成年人身心健康实施网络游戏防沉迷系统的通知》,要求各网游运营商于4月15日开始在所有网络游戏中试行防沉迷系统。同年7月起,各大网络游戏运营商按照国家要求,投入使用防沉迷系统。\n\n\n 2019年11月,国家新闻出版署发出《关于防止未成年人沉迷网络游戏的通知》,要求实名注册验证,并规定每日22时到次日8时不得为未成年人提供游戏服务,法定节假日每日不超过3小时,其他时间每日不超过1.5小时。同年12月,腾讯游戏、网易游戏、中手游、乐元素、多益网络、创梦天地及盛趣游戏等10家企业共同发表《中国游戏行业未成年人守护宣言》,明确将其作为未成年上线的指引。\n\n\n 2020年5月25日,两会上有代表提出建立网络游戏分级制度,通过人脸识别等技术实行未成年人登入网游时段、时长监管分级,防止青少年沉迷网络游戏。随后,各大游戏厂商陆续升级防沉迷措施。\n\n\n 2021年8月30日,国家新闻出版署下发《通知》,规定里未成年人每周游戏时间加一块只有3小时。 旋即,腾讯游戏、网易游戏、米哈游、心动游戏、英雄互娱、游族网络等公司均第一时间作出回应。\n\n可事实上,游戏厂商不过是在无限接近给出一个“标准答案”,而非真正解决了人们对“未成年保护”以及防沉迷的担忧。\n首先,未成年人沉迷游戏的情况远比我们想象的严重。\n据2021年4月艾瑞咨询发布的《2021年中国游戏领域未成年人保护研究报告》显示,2019年中国未成年游戏用户规模约为1亿人。该报告指出,在未成年人上网经常从事的各类活动中,选择玩游戏的未成年人比例达到61%,尤其游戏行为已成为未成年群体主要休闲活动。\n\n未成年网民上网经常从事和列活动的比例(图源:CNNIC)\n另外,北京青少年法律援助与研究中心8月发布的《未成年人沉迷手机网络游戏现象调研报告》(家长样本小于200)亦显示,沉迷手机网络游戏的未成年人年龄最小11岁,年龄最大即将满18岁,大部分集中于14至17岁。其中,沉迷《王者荣耀》的人数高达83%。\n该中心还在报告中指出,沉迷手游严重损害未成年人的身心健康。比如过度沉迷游戏会导致近视严重下降,饮食不规律导致过早患上肠胃疾病。\n对此,游戏厂商采取的主流防沉迷措施分两种:一是实名认证,筛选出未成年用户;二是限制未成年用户在线时长,超时后游戏收益递减或强制下线。\n\n网上出售实名账号页面\n第一种,网络上有大量的实名信息,有人专门做这个生意,很多未成年还不惜哄骗大人帮忙注册,尤其农村地带的留守儿童因为父母监管不力,游戏上瘾非常普遍。\n比如,“贝壳财经”记者调查发现,在交易猫、租号玩等账号买卖、租售平台上,“本账号已过防沉迷,永久使用,无限制时间”等信息是不少商品的噱头之一。例如,20元可以购买到已经过防沉迷的王者荣耀账号;有梦幻西游账号显示“已认证身份证”;有CF手游账号显示“绑定防沉迷”为“否”(绑定的身份证已满18岁,没有触及防沉迷)。\n即便各大交易平台也需要实行认证才可以进行交易,但目前的灰产交易中身份证实名信息并不难获得,所以上述实名验证流程自然也不成问题。\n\n第二种,部分玩家沉迷PK或竞技乐趣,对游戏收益并不关心,至于强制下线,孩子们依然可以用家长的账号无限制地进行游戏,只要家人愿意配合,不管多少次验证,未成年人都能轻松过关。由此可见,这两点对防沉迷的约束非常有限。\n况且,游戏厂商对防沉迷政策的落实很可能因为“利益冲突”打折扣。例如,《QQ三国》中就设计了“活力”的概念,只有用户在线才会获取(花人民币购买相关道具除外),而在游戏中,很多地方都需要“活力”,所以部分用户只能保持每天长时间在线攒“活力”。\n其次,即便现在游戏厂商推出了人脸识别功能,比如2021年7月5日,腾讯游戏健康系统正式上线“零点巡航”功能,凡是拒绝或未通过人脸验证的,将被当成未成年人,纳入腾讯游戏健康系统的防沉迷监管并踢下线。\n但在8月20日通过的《个人信息保护法》中,生物识别和不满十四周岁未成年人的个人信息被列为了需要“单独同意”的敏感信息,这又带来了过度人脸识别侵犯隐私的问题。\n“用人脸识别抽查是否是本人在玩对于未成年人沉迷游戏是很有效的预防手段,当然这也是一把‘双刃剑’:正常玩游戏的成年玩家也会被抽查,目前人脸识别需要用户的单独同意,在法律法规和政策层面还缺少有强制执行力的要求,执行过程中也要找到恰当的技术方法。”中国电子技术标准化研究院网安中心测评实验室副主任何延哲对贝壳财经记者表示。\n防沉迷的药方,在父母手上\n无论怎么强调防沉迷的重要性都不为过,但目前的讨论恰恰忽视了家长这最重要的一环。\n家庭层面,国内家长对待游戏的态度分为两大阵营,认可游戏的家长阵营会鼓励孩子适度游戏,他们将游戏视作一种亲子活动,是双方沟通的媒介,也是孩子与父辈建立平等关系、两代人更好认识彼此的工具。\n在这个认知基础上,游戏不再局限于一个独立的产品,而变成了一门创意脑洞与商业运作相结合的艺术,很多时候能带来影视和书籍无法带来的更全面的体验,那些优质游戏中妙趣横生的即时战略、角色扮演、优美动听的游戏配乐都是一种价值熏陶。\n比如玩《底特律:变人》从生化人和人类的冲突、妥协能够感受到南北战争的一些发展轨迹,玩《文明》就更能体会到不同国家不同文化的相互碰撞和融合,甚至《GTA5》《赛博朋克2077》《塞尔达传说》在融合电影、文学、音乐、美术多项艺术后变成了一种交互式程序——我们在电影中只能被动接受结局,但在游戏中可以创造属于自己的故事结局和情绪结局。\n从这个层面看,游戏不仅是当下的第九艺术,还是面向未来的艺术。\n当然,不能否认游戏的确有成瘾性,强社交和日常任务会让玩家每天投入大量的时间精力,但这背后其实是游戏公司有意为之的激励设定。比如,至今仍有不少游戏在“荼毒”青少年的成长——该类游戏在规则设置上深谙人性缺陷,设计又过于精巧:\n\n 在整个游戏过程中,游戏策划一直为玩家制造压力,玩家始终在被引导。游戏玩家沉迷于不停解锁地图、技能树和技能动作,还要做支线获得金钱和特殊装备以提升等级和攻防数值,同时还要考虑药水使用和所需素材收集、技能槽的搭配,无形中被游戏吃掉大量的时间、精力却无法自拔。\n\n正是这些数量可观的垃圾游戏,让整个游戏产业被“污名化”。\n这主要缘于国内游戏大环境以及游戏厂商的短视——国外游戏厂商研发个单机游戏分分钟都能卖出数十上百万套,不仅赚得口碑还能保本;而搁在国内,就算有再好的创意,为了生存不得不向网游低头,赚(piàn)钱优先于游戏品质(品质意味着足够的资金、技术、人才支持),换皮游戏早已成为业界常态。\n再加上好游戏比之换皮游戏,所需成本及承担的风险无疑更高,如果只能做到一样的受欢迎程度,决策者自然会选择去做换皮游戏。\n说白了,国内成功游戏总结的方法论塑造了整个主流游戏市场的用户特征和产品属性,这对整个行业的社会责任及资源循环是一种超前透支。\n至于反对游戏的家长阵营,则总是先入为主谈论游戏,长期处于一种个体化的叙事逻辑当中:未成年人玩游戏就是不爱学习、自控力不行。这类家长也分为两类,第一类反对将游戏作为寓教于乐的载体。比如网友@飞羽流星就认为,游戏的正面效应本就是一种本末倒置:\n\n “任何以游戏为载体进行的教育最终只有可能会是两种结果:枯燥易乏的游戏体验,或浅尝辄止的教育内容。毕竟游戏化的教育就是臭名昭著的‘快乐教育’,接受快乐教育的学生,在失去可以进行快乐教育的环境中会迅速丢失学习动力,因为它们的学习动力被锚定在了比‘学习’更有趣的游戏上,这不是本末倒置了吗?”\n\n第二类则习惯一股脑将孩子所有问题归咎于游戏,也可称之为“游戏害人说”的升级版,他们罔顾将孩子推向游戏的恰恰是生活环境及学习压力的事实。这类家长害怕的不是游戏这样的某一特定事物,而是失去对自己孩子的控制,害怕的是孩子身上自己不知道的一切,长此以往只会诞生越来越多的“巨婴”跟越来越苛刻的娱乐限制。\n试想这样一种场景:孩子从接触游戏到无法自拔,家长因为影响学习和生活而开始限制其时间并没收游戏设备;之后家长和孩子开始争吵,进而发展为暴力对抗;最后孩子因为对抗无果,陷入封闭状态,出现心理问题。\n况且,游戏不过是众多网络应用中的佼佼者。此刻,读者可以解锁手机随便点进某款热门应用就会发现,越来越多互联网巨头旗下APP开始热衷建立账户管理体系,无外乎通过奖杯、勋章、称号、金币、好友排名搭建一套虚拟荣誉体系。\n甚至,各类APP成功的把金币这种虚拟资产与优惠挂钩甚至能按比例折现并基于此做出好友排名,这很容易让用户催生出鄙视、攀比、妒忌等情绪,进而形成社交互动。\n\n那么,我们会因此就禁止未成年人使用所有APP吗?\n说一千道一万,如果家长总是单方面扮演“受害方”,却不愿承担该承担的责任,游戏厂商也很难防住孩子沉迷游戏。\n早在2017年,《人民日报》就建设性评价“防沉迷的药方,在父母手上”。文中提到,“有一位小学生的话发人深省,‘当我孤单的时候,我妈妈就把手机给我。’不得不反思,中小学生沉迷游戏,很大程度上是家庭教育出了问题。”\n\n虎嗅读者在相关文章下亦留言称:\n\n “孩子与游戏之间的关系,父母有责任、有义务进行协调——当游戏与学习之间矛盾的时候,不能简单粗暴归咎于孩子对游戏的沉迷,应当尊重孩子,多想想自己是否给孩子的陪伴不够,是否真正了解过孩子内心想的是什么?”\n\n而且从中国游戏产业的发展来看,最好的结果应该是由游戏分级来选择未成年人,而不是通过修改游戏来适应未成年用户。例如,日本的游戏分级制度也是社会舆论倒逼行业推出的,之后才逐步迭代出了游戏分级环境。\n甚至,国内游戏厂商完全可以效仿美国,各种线上服务禁止13岁以下用户使用,且强制需要家长端激活游戏(也只有家长端能充值),平台只需要负责处理家长的请求就好了。\n所以从大环境来说,只有整个社会意识到游戏的社会价值,而不仅仅是商业价值,大部分家长对待游戏的态度才会改观。游戏归根到底是人和程序的互动,由此衍生出来的一系列问题:沉迷游戏、肆意消费等,需要的不只是防沉迷系统,更需要政府主管部门、学校、家庭及企业的多方协作和联动。","news_type":1,"symbols_score_info":{"QNETCN":0.9,"NTES":0.9,"00700":0.9,"TCEHY":0.9}},"isVote":1,"tweetType":1,"viewCount":4988,"authorTweetTopStatus":1,"verified":2,"comments":[],"imageCount":0,"langContent":"EN","totalScore":0},{"id":150278850,"gmtCreate":1624918833970,"gmtModify":1703847704124,"author":{"id":"3556421923259632","authorId":"3556421923259632","name":"6虎虎生威6","avatar":"https://static.tigerbbs.com/4a9d26976694fcb272a962accfd94cb0","crmLevel":2,"crmLevelSwitch":0,"followedFlag":false,"idStr":"3556421923259632","authorIdStr":"3556421923259632"},"themes":[],"title":"","htmlText":"666","listText":"666","text":"666","images":[],"top":1,"highlighted":1,"essential":1,"paper":1,"likeSize":4,"commentSize":0,"repostSize":0,"link":"https://ttm.financial/post/150278850","repostId":"2146158831","repostType":2,"repost":{"id":"2146158831","kind":"news","pubTimestamp":1624893910,"share":"https://ttm.financial/m/news/2146158831?lang=en_US&edition=fundamental","pubTime":"2021-06-28 23:25","market":"us","language":"zh","title":"Nvidia's stock price surpassed $800 for the first time, currently up over 5%, with its total market capitalization approaching $500 billion.","url":"https://stock-news.laohu8.com/highlight/detail?id=2146158831","media":"新浪财经","summary":"英伟达站上800美元大关,涨幅超5%,续刷历史新高。截止目前,成交金额达到52.22亿美元,总市值达到4986亿美元。","content":"<p><span><a href=\"https://laohu8.com/S/NVDA\">NVIDIA</a>It surpassed the $800 mark, with a gain of over 5%, continuing to set a new historical high. To date, the transaction volume has reached $5.222 billion, and the total market capitalization has reached $498.6 billion.</span>Nvidia previously announced a 1:4 stock split on July 20.</p>","source":"sina_symbol","collect":0,"html":"<!DOCTYPE html>\n<html>\n<head>\n<meta http-equiv=\"Content-Type\" content=\"text/html; charset=utf-8\" />\n<meta name=\"viewport\" content=\"width=device-width,initial-scale=1.0,minimum-scale=1.0,maximum-scale=1.0,user-scalable=no\"/>\n<meta name=\"format-detection\" content=\"telephone=no,email=no,address=no\" />\n<title>Nvidia's stock price surpassed $800 for the first time, currently up over 5%, with its total market capitalization approaching $500 billion.</title>\n<style type=\"text/css\">\na,abbr,acronym,address,applet,article,aside,audio,b,big,blockquote,body,canvas,caption,center,cite,code,dd,del,details,dfn,div,dl,dt,\nem,embed,fieldset,figcaption,figure,footer,form,h1,h2,h3,h4,h5,h6,header,hgroup,html,i,iframe,img,ins,kbd,label,legend,li,mark,menu,nav,\nobject,ol,output,p,pre,q,ruby,s,samp,section,small,span,strike,strong,sub,summary,sup,table,tbody,td,tfoot,th,thead,time,tr,tt,u,ul,var,video{ font:inherit;margin:0;padding:0;vertical-align:baseline;border:0 }\nbody{ font-size:16px; line-height:1.5; color:#999; background:transparent; }\n.wrapper{ overflow:hidden;word-break:break-all;padding:10px; }\nh1,h2{ font-weight:normal; line-height:1.35; margin-bottom:.6em; }\nh3,h4,h5,h6{ line-height:1.35; margin-bottom:1em; }\nh1{ font-size:24px; }\nh2{ font-size:20px; }\nh3{ font-size:18px; }\nh4{ font-size:16px; }\nh5{ font-size:14px; }\nh6{ font-size:12px; }\np,ul,ol,blockquote,dl,table{ margin:1.2em 0; }\nul,ol{ margin-left:2em; }\nul{ list-style:disc; }\nol{ list-style:decimal; }\nli,li p{ margin:10px 0;}\nimg{ max-width:100%;display:block;margin:0 auto 1em; }\nblockquote{ color:#B5B2B1; border-left:3px solid #aaa; padding:1em; }\nstrong,b{font-weight:bold;}\nem,i{font-style:italic;}\ntable{ width:100%;border-collapse:collapse;border-spacing:1px;margin:1em 0;font-size:.9em; }\nth,td{ padding:5px;text-align:left;border:1px solid #aaa; }\nth{ font-weight:bold;background:#5d5d5d; }\n.symbol-link{font-weight:bold;}\n/* header{ border-bottom:1px solid #494756; } */\n.title{ margin:0 0 8px;line-height:1.3;color:#ddd; }\n.meta {color:#5e5c6d;font-size:13px;margin:0 0 .5em; }\na{text-decoration:none; color:#2a4b87;}\n.meta .head { display: inline-block; overflow: hidden}\n.head .h-thumb { width: 30px; height: 30px; margin: 0; padding: 0; border-radius: 50%; float: left;}\n.head .h-content { margin: 0; padding: 0 0 0 9px; float: left;}\n.head .h-name {font-size: 13px; color: #eee; margin: 0;}\n.head .h-time {font-size: 12.5px; color: #7E829C; margin: 0;}\n.small {font-size: 12.5px; display: inline-block; transform: scale(0.9); -webkit-transform: scale(0.9); transform-origin: left; -webkit-transform-origin: left;}\n.smaller {font-size: 12.5px; display: inline-block; transform: scale(0.8); -webkit-transform: scale(0.8); transform-origin: left; -webkit-transform-origin: left;}\n.bt-text {font-size: 12px;margin: 1.5em 0 0 0}\n.bt-text p {margin: 0}\n</style>\n</head>\n<body>\n<div class=\"wrapper\">\n<header>\n<h2 class=\"title\">\nNvidia's stock price surpassed $800 for the first time, currently up over 5%, with its total market capitalization approaching $500 billion.\n</h2>\n<h4 class=\"meta\">\n<p class=\"head\">\n<strong class=\"h-name small\">新浪财经</strong><span class=\"h-time small\">2021-06-28 23:25</span>\n</p>\n</h4>\n</header>\n<article>\n<p><span><a href=\"https://laohu8.com/S/NVDA\">NVIDIA</a>It surpassed the $800 mark, with a gain of over 5%, continuing to set a new historical high. To date, the transaction volume has reached $5.222 billion, and the total market capitalization has reached $498.6 billion.</span>Nvidia previously announced a 1:4 stock split on July 20.</p>\n<div class=\"bt-text\">\n\n\n<p> source:<a href=\"https://cj.sina.cn/article/normal_detail?url=https://finance.sina.com.cn/7x24/2021-06-28/doc-ikqciyzk2418178.shtml\">新浪财经</a></p>\n\n\n</div>\n</article>\n</div>\n</body>\n</html>\n","type":0,"thumbnail":"https://static.tigerbbs.com/3f1c866c487eb9e101f73a62d4495ce9","relate_stocks":{"NVDA":"英伟达"},"source_url":"https://cj.sina.cn/article/normal_detail?url=https://finance.sina.com.cn/7x24/2021-06-28/doc-ikqciyzk2418178.shtml","is_english":false,"share_image_url":"https://static.laohu8.com/e9f99090a1c2ed51c021029395664489","article_id":"2146158831","content_text":"英伟达站上800美元大关,涨幅超5%,续刷历史新高。截止目前,成交金额达到52.22亿美元,总市值达到4986亿美元。此前英伟达宣布将于7月20日1:4拆股。","news_type":1,"symbols_score_info":{"NVDA":0.9}},"isVote":1,"tweetType":1,"viewCount":5241,"authorTweetTopStatus":1,"verified":2,"comments":[],"imageCount":0,"langContent":"EN","totalScore":0},{"id":629572952,"gmtCreate":1670679218578,"gmtModify":1676538415924,"author":{"id":"3556421923259632","authorId":"3556421923259632","name":"6虎虎生威6","avatar":"https://static.tigerbbs.com/4a9d26976694fcb272a962accfd94cb0","crmLevel":2,"crmLevelSwitch":0,"followedFlag":false,"idStr":"3556421923259632","authorIdStr":"3556421923259632"},"themes":[],"title":"","htmlText":"1","listText":"1","text":"1","images":[],"top":1,"highlighted":1,"essential":1,"paper":1,"likeSize":0,"commentSize":0,"repostSize":0,"link":"https://ttm.financial/post/629572952","repostId":"629571849","repostType":1,"repost":{"id":629571849,"gmtCreate":1670672601000,"gmtModify":1676538415624,"author":{"id":"3577852034187700","authorId":"3577852034187700","name":"经济观察报","avatar":"https://static.tigerbbs.com/f64ac2aa784ef0f271ddeb45c7dc72bc","crmLevel":1,"crmLevelSwitch":0,"followedFlag":false,"idStr":"3577852034187700","authorIdStr":"3577852034187700"},"themes":[],"title":"銀聯商務總裁王炎方:逐步轉型爲一家科技公司、數據公司","htmlText":"經濟觀察網 記者 胡豔明 “(銀聯商務)每年拿出不少於營業收入的10%的資金,投入到探索新技術應用、開展科研合作、推進技術轉化中去。”12月9日在銀聯商務2022年縱衡論壇上,銀聯商務黨委副書記、總裁王炎方表示,通過數字化轉型,銀聯商務已經從一家支付機構,逐步成長轉型爲一家科技公司、數據公司。 銀聯商務是銀聯體系規模最大的子公司,中國銀聯執行副總裁胡浩中表示,銀聯商務自2002年成立以來,耕耘在受理市場最前線,鋪設起覆蓋全國、深入地市縣鄉的服務網絡,有效發揮了開拓和建設銀聯受理市場的主力軍、護城河作用。銀商發展的商戶、受理的交易、掌握的數據真實可信,這些優勢在國內第三方支付機構中是絕無僅有的。銀聯商務近年來落實“科技銀商”發展定位,開展數字化轉型,把業界領先的金融科技能力全面融入產品和行業垂直解決方案,爲客戶提供全方位服務。 今年是銀聯商務成立20週年,據介紹,銀聯商務累計服務的商戶數超過2300餘萬戶,覆蓋了全國337個地級市以上的雲網絡、服務網絡。 對於數字科技帶來的變化,王炎方談到,從銀聯商務最近幾年的客戶需求來看,從政府部門到商業機構,從行業巨頭到街邊小店,從傳統生產企業到新興網絡公司,各行各業的客戶都已經在這條路上跋涉前行。毫無疑問,數字化經營和管理是現代企業生存和發展的必由之路。 “要特別感謝那些起步早、走得快的客戶。正是他們的迫切需求,逼着銀聯商務比較早地在數字科技方面開始了研究和探索,形成了一系列產品和行業解決方案。”王炎方表示,數字化轉型是“科技銀商”在數字經濟時代發展的新引擎。銀聯商務的數字化轉型以“全量打通、準確實時、隨需自助、智能交互”爲目標,並在實踐中總結形成了漸進式規劃、分佈式開發、協同式應用的方法論。 王炎方以銀商SaaS服務、“智慧”系列數字化解決方案和“智企”RPA工具爲例,展示了“科技銀商”以客戶需求爲本,從提升客戶服務體驗,","listText":"經濟觀察網 記者 胡豔明 “(銀聯商務)每年拿出不少於營業收入的10%的資金,投入到探索新技術應用、開展科研合作、推進技術轉化中去。”12月9日在銀聯商務2022年縱衡論壇上,銀聯商務黨委副書記、總裁王炎方表示,通過數字化轉型,銀聯商務已經從一家支付機構,逐步成長轉型爲一家科技公司、數據公司。 銀聯商務是銀聯體系規模最大的子公司,中國銀聯執行副總裁胡浩中表示,銀聯商務自2002年成立以來,耕耘在受理市場最前線,鋪設起覆蓋全國、深入地市縣鄉的服務網絡,有效發揮了開拓和建設銀聯受理市場的主力軍、護城河作用。銀商發展的商戶、受理的交易、掌握的數據真實可信,這些優勢在國內第三方支付機構中是絕無僅有的。銀聯商務近年來落實“科技銀商”發展定位,開展數字化轉型,把業界領先的金融科技能力全面融入產品和行業垂直解決方案,爲客戶提供全方位服務。 今年是銀聯商務成立20週年,據介紹,銀聯商務累計服務的商戶數超過2300餘萬戶,覆蓋了全國337個地級市以上的雲網絡、服務網絡。 對於數字科技帶來的變化,王炎方談到,從銀聯商務最近幾年的客戶需求來看,從政府部門到商業機構,從行業巨頭到街邊小店,從傳統生產企業到新興網絡公司,各行各業的客戶都已經在這條路上跋涉前行。毫無疑問,數字化經營和管理是現代企業生存和發展的必由之路。 “要特別感謝那些起步早、走得快的客戶。正是他們的迫切需求,逼着銀聯商務比較早地在數字科技方面開始了研究和探索,形成了一系列產品和行業解決方案。”王炎方表示,數字化轉型是“科技銀商”在數字經濟時代發展的新引擎。銀聯商務的數字化轉型以“全量打通、準確實時、隨需自助、智能交互”爲目標,並在實踐中總結形成了漸進式規劃、分佈式開發、協同式應用的方法論。 王炎方以銀商SaaS服務、“智慧”系列數字化解決方案和“智企”RPA工具爲例,展示了“科技銀商”以客戶需求爲本,從提升客戶服務體驗,","text":"經濟觀察網 記者 胡豔明 “(銀聯商務)每年拿出不少於營業收入的10%的資金,投入到探索新技術應用、開展科研合作、推進技術轉化中去。”12月9日在銀聯商務2022年縱衡論壇上,銀聯商務黨委副書記、總裁王炎方表示,通過數字化轉型,銀聯商務已經從一家支付機構,逐步成長轉型爲一家科技公司、數據公司。 銀聯商務是銀聯體系規模最大的子公司,中國銀聯執行副總裁胡浩中表示,銀聯商務自2002年成立以來,耕耘在受理市場最前線,鋪設起覆蓋全國、深入地市縣鄉的服務網絡,有效發揮了開拓和建設銀聯受理市場的主力軍、護城河作用。銀商發展的商戶、受理的交易、掌握的數據真實可信,這些優勢在國內第三方支付機構中是絕無僅有的。銀聯商務近年來落實“科技銀商”發展定位,開展數字化轉型,把業界領先的金融科技能力全面融入產品和行業垂直解決方案,爲客戶提供全方位服務。 今年是銀聯商務成立20週年,據介紹,銀聯商務累計服務的商戶數超過2300餘萬戶,覆蓋了全國337個地級市以上的雲網絡、服務網絡。 對於數字科技帶來的變化,王炎方談到,從銀聯商務最近幾年的客戶需求來看,從政府部門到商業機構,從行業巨頭到街邊小店,從傳統生產企業到新興網絡公司,各行各業的客戶都已經在這條路上跋涉前行。毫無疑問,數字化經營和管理是現代企業生存和發展的必由之路。 “要特別感謝那些起步早、走得快的客戶。正是他們的迫切需求,逼着銀聯商務比較早地在數字科技方面開始了研究和探索,形成了一系列產品和行業解決方案。”王炎方表示,數字化轉型是“科技銀商”在數字經濟時代發展的新引擎。銀聯商務的數字化轉型以“全量打通、準確實時、隨需自助、智能交互”爲目標,並在實踐中總結形成了漸進式規劃、分佈式開發、協同式應用的方法論。 王炎方以銀商SaaS服務、“智慧”系列數字化解決方案和“智企”RPA工具爲例,展示了“科技銀商”以客戶需求爲本,從提升客戶服務體驗,","images":[],"top":1,"highlighted":2,"essential":1,"paper":2,"likeSize":0,"commentSize":0,"repostSize":0,"link":"https://ttm.financial/post/629571849","isVote":1,"tweetType":1,"viewCount":0,"authorTweetTopStatus":1,"verified":2,"comments":[],"imageCount":0,"langContent":"CN","totalScore":0},"isVote":1,"tweetType":1,"viewCount":4244,"authorTweetTopStatus":1,"verified":2,"comments":[],"imageCount":0,"langContent":"EN","totalScore":0},{"id":669624345,"gmtCreate":1662417526991,"gmtModify":1676537052939,"author":{"id":"3556421923259632","authorId":"3556421923259632","name":"6虎虎生威6","avatar":"https://static.tigerbbs.com/4a9d26976694fcb272a962accfd94cb0","crmLevel":2,"crmLevelSwitch":0,"followedFlag":false,"idStr":"3556421923259632","authorIdStr":"3556421923259632"},"themes":[],"title":"","htmlText":"1","listText":"1","text":"1","images":[],"top":1,"highlighted":1,"essential":1,"paper":1,"likeSize":0,"commentSize":0,"repostSize":0,"link":"https://ttm.financial/post/669624345","repostId":"669660957","repostType":1,"repost":{"id":669660957,"gmtCreate":1662385378085,"gmtModify":1676537050330,"author":{"id":"3538928111090285","authorId":"3538928111090285","name":"于见专栏","avatar":"https://static.tigerbbs.com/8b81f8039dcbabcfa48bc63d51a65be8","crmLevel":1,"crmLevelSwitch":0,"followedFlag":false,"idStr":"3538928111090285","authorIdStr":"3538928111090285"},"themes":[],"title":"巴黎貝甜,被罰的一點也不冤","htmlText":"編輯 | 于斌 出品 | 潮起網「於見專欄」 這幾天,“巴黎貝甜被罰事件”引發了大量關注和連鎖反應。由於這起事件很明顯夾帶了疫情封控期間人們對於種種不便的不滿情緒,所以當我們在看待漩渦中的巴黎貝甜時,難免也會夾帶上一些主觀情緒。 今年上半年的上海疫情期間,巴黎貝甜因爲組織員工在臨時場所無證生產了幾百個糕點套餐而被處罰58.5萬元,這則消息一經披露就在網上引發了大量的探討。 有人將巴黎貝甜視爲“保供有功”的功臣,認爲巴黎貝甜此舉似乎是雪中送炭,所以相關處罰存在不合理的情況;也有人認爲處罰可以,但監管部門要一視同仁,還有很多類似的商家並沒有被處罰;還有人認爲做錯事罰可以,但處罰力度還有待斟酌。 種種爭議下,這個開遍中國大江南北的知名洋品牌獲得了史無前例的關注。那麼,它到底冤不冤呢?真實的它又是一個什麼樣的形象呢? 被罰不是個例,巴黎貝甜並沒有那麼硬氣 回顧巴黎貝甜事件的始末,其實相關監管部門對它的處罰沒有一點問題。 今年四月,巴黎貝甜方面因爲疫情管控而關閉了位於上海市景聯路759號的工廠,在此情況下,巴黎貝甜的部分員工前往了另一處培訓中心生活,巧的是在培訓中心裏,相關烘焙設備和糕點製作原料都很充足,所以巴黎貝甜的員工就選擇在那裏自制糕點用於自用。到了四月底的時候,巴黎貝甜的一些員工又選擇將在培訓中心生產的麪包以團購形式對外出售。 但僅僅賣了幾天之後,就被上海市市場監管局查獲了,在此期間一共出售的產品總價值不到6萬元。 時間來到八月,上海市市場監管局針對彼時巴黎貝甜的違規行爲正式出具了罰單,沒收其不到6萬元的違法所得以及所有用於違法生產的設備工具,還處以了十倍罰款,即58萬多元。 需要指出的是,巴黎貝甜在疫情期間是官方認證的生活物資保障企業,它在生產資質上並沒有問題,那爲什麼不讓它賣呢? 原因出在了生產場地上,據悉,巴黎貝甜生產經營許可證上覈准的生產、經營地址是上海市景聯路75","listText":"編輯 | 于斌 出品 | 潮起網「於見專欄」 這幾天,“巴黎貝甜被罰事件”引發了大量關注和連鎖反應。由於這起事件很明顯夾帶了疫情封控期間人們對於種種不便的不滿情緒,所以當我們在看待漩渦中的巴黎貝甜時,難免也會夾帶上一些主觀情緒。 今年上半年的上海疫情期間,巴黎貝甜因爲組織員工在臨時場所無證生產了幾百個糕點套餐而被處罰58.5萬元,這則消息一經披露就在網上引發了大量的探討。 有人將巴黎貝甜視爲“保供有功”的功臣,認爲巴黎貝甜此舉似乎是雪中送炭,所以相關處罰存在不合理的情況;也有人認爲處罰可以,但監管部門要一視同仁,還有很多類似的商家並沒有被處罰;還有人認爲做錯事罰可以,但處罰力度還有待斟酌。 種種爭議下,這個開遍中國大江南北的知名洋品牌獲得了史無前例的關注。那麼,它到底冤不冤呢?真實的它又是一個什麼樣的形象呢? 被罰不是個例,巴黎貝甜並沒有那麼硬氣 回顧巴黎貝甜事件的始末,其實相關監管部門對它的處罰沒有一點問題。 今年四月,巴黎貝甜方面因爲疫情管控而關閉了位於上海市景聯路759號的工廠,在此情況下,巴黎貝甜的部分員工前往了另一處培訓中心生活,巧的是在培訓中心裏,相關烘焙設備和糕點製作原料都很充足,所以巴黎貝甜的員工就選擇在那裏自制糕點用於自用。到了四月底的時候,巴黎貝甜的一些員工又選擇將在培訓中心生產的麪包以團購形式對外出售。 但僅僅賣了幾天之後,就被上海市市場監管局查獲了,在此期間一共出售的產品總價值不到6萬元。 時間來到八月,上海市市場監管局針對彼時巴黎貝甜的違規行爲正式出具了罰單,沒收其不到6萬元的違法所得以及所有用於違法生產的設備工具,還處以了十倍罰款,即58萬多元。 需要指出的是,巴黎貝甜在疫情期間是官方認證的生活物資保障企業,它在生產資質上並沒有問題,那爲什麼不讓它賣呢? 原因出在了生產場地上,據悉,巴黎貝甜生產經營許可證上覈准的生產、經營地址是上海市景聯路75","text":"編輯 | 于斌 出品 | 潮起網「於見專欄」 這幾天,“巴黎貝甜被罰事件”引發了大量關注和連鎖反應。由於這起事件很明顯夾帶了疫情封控期間人們對於種種不便的不滿情緒,所以當我們在看待漩渦中的巴黎貝甜時,難免也會夾帶上一些主觀情緒。 今年上半年的上海疫情期間,巴黎貝甜因爲組織員工在臨時場所無證生產了幾百個糕點套餐而被處罰58.5萬元,這則消息一經披露就在網上引發了大量的探討。 有人將巴黎貝甜視爲“保供有功”的功臣,認爲巴黎貝甜此舉似乎是雪中送炭,所以相關處罰存在不合理的情況;也有人認爲處罰可以,但監管部門要一視同仁,還有很多類似的商家並沒有被處罰;還有人認爲做錯事罰可以,但處罰力度還有待斟酌。 種種爭議下,這個開遍中國大江南北的知名洋品牌獲得了史無前例的關注。那麼,它到底冤不冤呢?真實的它又是一個什麼樣的形象呢? 被罰不是個例,巴黎貝甜並沒有那麼硬氣 回顧巴黎貝甜事件的始末,其實相關監管部門對它的處罰沒有一點問題。 今年四月,巴黎貝甜方面因爲疫情管控而關閉了位於上海市景聯路759號的工廠,在此情況下,巴黎貝甜的部分員工前往了另一處培訓中心生活,巧的是在培訓中心裏,相關烘焙設備和糕點製作原料都很充足,所以巴黎貝甜的員工就選擇在那裏自制糕點用於自用。到了四月底的時候,巴黎貝甜的一些員工又選擇將在培訓中心生產的麪包以團購形式對外出售。 但僅僅賣了幾天之後,就被上海市市場監管局查獲了,在此期間一共出售的產品總價值不到6萬元。 時間來到八月,上海市市場監管局針對彼時巴黎貝甜的違規行爲正式出具了罰單,沒收其不到6萬元的違法所得以及所有用於違法生產的設備工具,還處以了十倍罰款,即58萬多元。 需要指出的是,巴黎貝甜在疫情期間是官方認證的生活物資保障企業,它在生產資質上並沒有問題,那爲什麼不讓它賣呢? 原因出在了生產場地上,據悉,巴黎貝甜生產經營許可證上覈准的生產、經營地址是上海市景聯路75","images":[{"img":"https://static.tigerbbs.com/782a4191097c7a8fa1988622dec07b71"},{"img":"https://static.tigerbbs.com/2bb0f6f47c3e2ca0db25ff5562129cd2"},{"img":"https://static.tigerbbs.com/e21a17a5e99d700c940be192accc6565"}],"top":1,"highlighted":1,"essential":1,"paper":2,"likeSize":0,"commentSize":0,"repostSize":0,"link":"https://ttm.financial/post/669660957","isVote":1,"tweetType":1,"viewCount":0,"authorTweetTopStatus":1,"verified":2,"comments":[],"imageCount":3,"langContent":"CN","totalScore":0},"isVote":1,"tweetType":1,"viewCount":1979,"authorTweetTopStatus":1,"verified":2,"comments":[],"imageCount":0,"langContent":"EN","totalScore":0},{"id":180124977,"gmtCreate":1623195790499,"gmtModify":1704197960915,"author":{"id":"3556421923259632","authorId":"3556421923259632","name":"6虎虎生威6","avatar":"https://static.tigerbbs.com/4a9d26976694fcb272a962accfd94cb0","crmLevel":2,"crmLevelSwitch":0,"followedFlag":false,"idStr":"3556421923259632","authorIdStr":"3556421923259632"},"themes":[],"title":"","htmlText":"misszme","listText":"misszme","text":"misszme","images":[],"top":1,"highlighted":1,"essential":1,"paper":1,"likeSize":0,"commentSize":0,"repostSize":0,"link":"https://ttm.financial/post/180124977","isVote":1,"tweetType":1,"viewCount":4778,"authorTweetTopStatus":1,"verified":2,"comments":[],"imageCount":0,"langContent":"EN","totalScore":0}],"lives":[]}