{"id":75158,"date":"2024-12-10T04:27:25","date_gmt":"2024-12-10T09:27:25","guid":{"rendered":"https:\/\/world.edu\/?p=75158"},"modified":"2024-12-10T04:27:25","modified_gmt":"2024-12-10T09:27:25","slug":"china-restricted-young-people-from-video-games-but-kids-are-evading-the-bans-and-getting-into-trouble","status":"publish","type":"post","link":"https:\/\/world.edu\/china-restricted-young-people-from-video-games-but-kids-are-evading-the-bans-and-getting-into-trouble\/","title":{"rendered":"China restricted young people from video games. But kids are evading the bans and getting into trouble"},"content":{"rendered":"<p><img fetchpriority=\"high\" decoding=\"async\" class=\"aligncenter size-full wp-image-75159\" src=\"https:\/\/world.edu\/wp-content\/uploads\/2024\/12\/china-gaming.jpg\" alt=\"\" width=\"680\" height=\"453\" srcset=\"https:\/\/world.edu\/wp-content\/uploads\/2024\/12\/china-gaming.jpg 680w, https:\/\/world.edu\/wp-content\/uploads\/2024\/12\/china-gaming-250x167.jpg 250w\" sizes=\"(max-width: 680px) 100vw, 680px\" \/><\/p>\n<p>In late November, Australia\u2019s federal parliament passed landmark legislation banning under-16s from accessing social media.<\/p>\n<p><a href=\"https:\/\/theconversation.com\/australias-social-media-ban-for-kids-under-16-just-became-law-how-it-will-work-remains-a-mystery-244736\">Details remain vague<\/a>: we don\u2019t have a complete list of which platforms will fall under the legislation, or how the ban will look in practice. However, the government has signalled that\u00a0<a href=\"https:\/\/techcrunch.com\/2024\/12\/07\/as-australia-bans-social-media-for-kids-under-16-age-assurance-tech-is-in-the-spotlight\/?guccounter=1\">trials of age assurance technologies<\/a>\u00a0will be central to its enforcement approach.<\/p>\n<p>Video games and online game platforms are not currently included in Australia\u2019s ban of social media. But we can anticipate how enforcing an online ban might (not) work by looking at China\u2019s large-scale use of age verification technologies to restrict young people\u2019s video game consumption.<\/p>\n<p>In China, strict regulations limit children under 18 to just one hour of online gaming on specified days. This approach highlights significant challenges in scaling and enforcing such rules, from ensuring compliance to safeguarding privacy.<\/p>\n<h4><strong>\u2018Spiritual opium\u2019: video games in China<\/strong><\/h4>\n<p>China is home to a\u00a0<a href=\"https:\/\/theconversation.com\/black-myth-wukong-how-chinas-gaming-revolution-is-fueling-its-tech-power-239998\">large video game industry<\/a>. Its tech giants,\u00a0<a href=\"https:\/\/theconversation.com\/how-tencent-became-the-worlds-most-valuable-social-network-firm-with-barely-any-advertising-90334\">like Tencent<\/a>, are increasingly shaping the global gaming landscape. However, the question of young people\u2019s consumption of video games is a much thornier issue in China.<\/p>\n<p>The country has a deep cultural and social history of\u00a0<a href=\"https:\/\/www.tandfonline.com\/doi\/full\/10.1080\/17544750.2010.516579?casa_token=f_er585cKN0AAAAA%3ATFReQd9eHcsk0KpPQnDs01lOfQU-TwGajVaTmwbkUUYcZZRmSC9QyUnYrwNsxQrtEgT9fPLT3khs0g\">associating video games with addiction<\/a>\u00a0and harm, often referring to them as \u201c<a href=\"https:\/\/doi.org\/10.1177\/1329878X241239454\">spiritual opium<\/a>\u201d. This narrative frames gaming as a potential threat to the physical, mental and social wellbeing of young people.<\/p>\n<p>For\u00a0<a href=\"https:\/\/medium.com\/wonk-bridge\/do-not-pass-go-chinas-complex-relationship-with-gaming-c5a6ff486520\">many Chinese parents<\/a>, this perception shapes how they view their children\u2019s play. They often see video games as a disruptive force that undermines academic success and social development.<\/p>\n<p>Parental anxiety like this has paved the way for China to implement strict regulations on children\u2019s online gaming. This approach has received\u00a0<a href=\"https:\/\/www.spokesman.com\/stories\/2021\/sep\/20\/parents-in-china-laud-rule-limiting-video-game-tim\/\">widespread parental support<\/a>.<\/p>\n<p><a href=\"https:\/\/apnews.com\/article\/gaming-business-children-00db669defcc8e0ca1fc2dc54120a0b8#:%7E:text=In%202019%2C%20authorities%20restricted%20minors,Fridays%2C%20weekends%20and%20public%20holidays.\">In 2019<\/a>, China introduced a law to limit gaming for under 18-year-olds to 90 minutes per day on weekdays and three hours on weekends. A \u201ccurfew\u201d would prohibit gameplay from 10pm to 8am.<\/p>\n<p><a href=\"https:\/\/www.chinalawtranslate.com\/en\/minors-video-games-2021\/\">A 2021 amendment<\/a>\u00a0further restricted playtime to just 8pm to 9pm on Fridays, Saturdays, Sundays and public holidays.<\/p>\n<p>In 2023, China expanded this regulatory framework beyond online gaming to include livestreaming platforms, video-sharing sites and social media. It requires the platforms to build and complete \u201c<a href=\"https:\/\/www.chinalawtranslate.com\/en\/online-protection-of-minors\/\">systems for preventing addiction<\/a>\u201d.<\/p>\n<h4><strong>How is it enforced?<\/strong><\/h4>\n<p>Leading game companies in China are implementing various compliance mechanisms to ensure adherence to these regulations. Some games have incorporated age-verification systems, requesting players to provide their real name and ID for age confirmation.<\/p>\n<p>Some even introduced\u00a0<a href=\"https:\/\/apnews.com\/article\/gaming-business-children-00db669defcc8e0ca1fc2dc54120a0b8\">facial recognition<\/a>\u00a0to ensure minors\u2019 compliance. This approach has sparked\u00a0<a href=\"https:\/\/www.wired.com\/story\/video-games-data-privacy-artificial-intelligence\/\">privacy concerns<\/a>.<\/p>\n<p>In parallel, mobile device manufacturers, app stores and app developers have introduced \u201c<a href=\"https:\/\/www.abc.net.au\/news\/2023-08-06\/china-mulls-mandatory-minor-modes-on-mobile-devices\/102684660\">minor modes<\/a>\u201d. This is a feature on mobile games and apps that limits user access once a designated time limit has been reached (with an exception for apps pre-approved by parents).<\/p>\n<p><a href=\"https:\/\/www.globaltimes.cn\/page\/202211\/1280323.shtml\">A November 2022 report<\/a>\u00a0by the China Game Industry Research Institute \u2013 a state-affiliated organisation \u2013 declared success. Over 75% of minors reportedly spent fewer than three hours a week gaming, and officials claimed to have curbed \u201cinternet addiction\u201d.<\/p>\n<p>Yet these policies still face significant enforcement challenges, and highlight a wider set of ethical issues.<\/p>\n<h4><strong>Does it work?<\/strong><\/h4>\n<p>Despite China\u2019s strict rules, many young players\u00a0<a href=\"https:\/\/www.nature.com\/articles\/s41562-023-01669-8\">find ways around them<\/a>. A recent study revealed more than\u00a0<a href=\"https:\/\/global.chinadaily.com.cn\/a\/202408\/20\/WS66c3e9a1a31060630b923e74.html\">77% of the minors surveyed evaded real-name verification<\/a>\u00a0by registering accounts under the names of older relatives or friends.<\/p>\n<p>Additionally, a growing black market for game accounts has emerged on Chinese commerce platforms. These allow minors to\u00a0<a href=\"https:\/\/www.thegamer.com\/circumventing-china-gaming-restrictions\/\">rent or buy accounts<\/a>\u00a0to sidestep restrictions.<\/p>\n<p>Reports of minors\u00a0<a href=\"https:\/\/www.404media.co\/chinese-mobile-game-explains-facial-recognition-of-70-year-olds-is-not-discrimination\/\">successfully outsmarting<\/a>\u00a0facial recognition mechanisms \u2013 such as by using photos of older individuals \u2013 underscore the limits of tech-based enforcement.<\/p>\n<p>The regulation has also introduced unintended risks for minors, including falling victim to scams involving game account sellers.\u00a0<a href=\"https:\/\/www.sixthtone.com\/news\/1009330\">In one reported case<\/a>, nearly 3,000 minors were collectively scammed out of more than 86,000 yuan (approximately A$18,500) while attempting to bypass the restrictions.<\/p>\n<h4><strong>What can Australia learn from China?<\/strong><\/h4>\n<p>The Chinese context shows that a failure to engage meaningfully with young people\u2019s motivations to consume media can end up driving them to circumvent restrictions.<\/p>\n<p>A similar dynamic could easily emerge in Australia. It would undermine the impact of the government\u2019s social media ban.<\/p>\n<p>In the lead-up to the law being introduced,\u00a0<a href=\"https:\/\/theconversation.com\/online-games-should-not-be-included-in-australias-social-media-ban-they-are-crucial-for-kids-social-lives-243374\">we<\/a>\u00a0and\u00a0<a href=\"https:\/\/apo.org.au\/sites\/default\/files\/resource-files\/2024-10\/apo-nid328608.pdf\">many colleagues argued<\/a>\u00a0that outright bans enforced through technological measures of questionable efficacy risk being both invasive and ineffective. They may also increase online risks for young people.<\/p>\n<p>Instead, Australian researchers and policymakers should work with platforms to build safer online environments. This can be done by using tools such as age-appropriate content filters, parental controls and screen time management features,\u00a0<a href=\"https:\/\/theconversation.com\/instead-of-banning-kids-from-online-spaces-heres-what-we-should-offer-them-instead-238798\">alongside broader safety-by-design approaches<\/a>.<\/p>\n<p>These measures empower families while enabling young people to maintain digital social connections and engage in play. These activities are increasingly recognised\u00a0<a href=\"https:\/\/www.unicef.org.au\/united-nations-convention-on-the-rights-of-the-child\">as vital to children\u2019s development<\/a>.<\/p>\n<p>Crucially, a more nuanced approach fosters healthier online habits without compromising young people\u2019s privacy or freedom.<\/p>\n<p><em><strong>Author Bios:<\/strong> Tianyi Zhangshao is a PhD Candidate, Sydney Games and Play Lab, Ben Egliston is a Lecturer in Digital Cultures, Australian Research Council DECRA Fellow and Marcus Carter is Professor in Human-Computer Interaction, ARC Future Fellow all at the University of Sydney<\/em><\/p>\n","protected":false},"excerpt":{"rendered":"<p>In late November, Australia\u2019s federal parliament passed landmark legislation banning under-16s from accessing social media. Details remain vague: we don\u2019t have a complete list of which platforms will fall under the legislation, or how the ban will look in practice. However, the government has signalled that\u00a0trials of age assurance technologies\u00a0will be central to its enforcement [&hellip;]\n&hellip; <a href=\"https:\/\/world.edu\/china-restricted-young-people-from-video-games-but-kids-are-evading-the-bans-and-getting-into-trouble\/\" class=\"more\">learn more&rarr;<\/a><\/p>","protected":false},"author":33,"featured_media":0,"comment_status":"closed","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":{"_acf_changed":false,"footnotes":""},"categories":[1],"tags":[11942],"coauthors":[11733],"class_list":["post-75158","post","type-post","status-publish","format-standard","hentry","category-uncategorized","tag-video-games-2"],"acf":[],"yoast_head":"<!-- This site is optimized with the Yoast SEO plugin v28.2 - https:\/\/yoast.com\/product\/yoast-seo-wordpress\/ -->\n<title>China restricted young people from video games. 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