Violent terrorist anime is followed by electronic violence: Xinhua News Agency issued an article criticizing the game
Although the Ministry of Culture has put a number of illegal online animations such as "Tokyo Ghoul Season 2" and "Attack on Titan" on the "blacklist" this week, punished 29 websites such as LeTV and iQiyi, and shut down 8 websites such as Manga Island, how to keep the new generation of teenagers known as "Internet natives" away from online anime and video games that exaggerate violence and sexuality, and learn to make good use of the Internet during the critical period of developing a sense of life is still a worrying issue.
During the interview, the reporter found that these online animations and video games involving violent content are quite marketable among young people, and they are like "evil seeds" sown in the hearts of children. In order to heal the scourge of e-violence among young people, in addition to calling for a sense of social responsibility in the online animation and video game industry, it is also urgent to improve the regulatory wisdom of the adult world.
The invasion of violent games
As long as you log on to some game websites, people can see a variety of violent game columns, including more than 2,300 zombie-themed mini-games. In a game called Streets of Blood, players can take on the role of a soldier to kill the people mentioned in the mission, or they can slash at innocent passers-by with a broadsword. The game's weapons range from daggers to gasoline canisters to rocket launchers, and you can even see blood splatters and bones cracking when killing people at close range.
"This kind of small game is played by children of four or five years old," Xiao Wang, a teenager who has eaten and lived in an Internet café for more than 50 days, told reporters. Xiao Wang said that he first played this kind of web game in kindergarten, and when he was in elementary school, he changed to gunfight and fighting stand-alone games such as "StarCraft" and "Dungeons and Warriors", and after entering middle school, he mainly focused on online team games such as "League of Legends" and "Dota".
The reporter saw in the advertisement of the team game "Legend Hegemony": the "big brother" dressed in black and holding a big knife said while dancing: "Form a gang, you can take your brothers to PK together." "Your legend, your way." These words are seductive to teenagers.
"Recently, I heard from a classmate about a game called "The Road to Survival", which is also a popular game on the leaderboard. It's mainly zombie-fighting, and the sound effects are particularly realistic. There are all kinds of zombies in it, and the zombies suddenly pull you over while you are walking, and in an instant the screen appears in various colors and blood stains, which is similar to the effect of watching a foreign zombie movie. I was scared that night, and I didn't dare to play anymore," said Xiao Zhang, a 17-year-old boy at a vocational school in Anshan.
Some game content full of blood, killing and erotic emotions brings not only visual impact to minors who are not strong in discernment, but also subtly makes children become violent and subconsciously bury a tendency to solve problems by violent means. "I've seen some kids lose games and smash keyboards with their hands, and their hands bleed." "Some of our classmates finished the game, holding brooms, waving and throwing them, as if they were crazy." During the interview, some students said that there were cases of classmates fighting because they disagreed over the game.
The "culprit" of delinquent youth
Xiao Wu, a 12-year-old girl who was being treated at the Chinese Youth Psychological Growth Base, initially just wanted to know how the baby was born, but when she checked it on the Internet, she saw a lot of erotic information, and later chatted with netizens through WeChat chat, and played sexual and sadistic games with male netizens many times, and at the same time showed obvious violent tendencies at school. "In order to correct her bad behavior, I accompanied her on trips and took her for psychotherapy, but there was nothing to stop her from secretly contacting netizens. Why do such young children plant the seeds of the devil in their hearts? Xiao Wu's mother asked helplessly.
In the interview, the reporter learned that the bad information from the Internet has a strong guiding effect on the habits and behavioral norms of the teenagers who are in it, especially in online games, the behavior of players in the game sometimes unconsciously extends to the real society, and then derives various social problems.
In recent years, violence and juvenile delinquency caused by online games have been reported repeatedly. In 2011, the city of Yichang, Hubei Province, caught a small gang of more than 30 burglaries in a year, with eight members between the ages of 12 and 15, stealing for the purpose of buying virtual game "equipment".
In August 2012, a major homicide case occurred in Yongling Town, Xinbin County, Liaoning Province, where the 17-year-old suspect Li killed 2 relatives of his girlfriend because of a conflict with his girlfriend, stabbed 6 people to death and stabbed 5 people along the way.
In September 2013, Lei, a senior high school student at Linchuan No. 2 High School in Fuzhou, Jiangxi Province, was taken away by the head teacher Sun while playing a mobile game between classes, and at about 11 o'clock, Lei was holding a fruit knife and cut Sun's carotid artery in the teacher's office, causing Sun to die on the spot.
The reporter learned from the interview that most of the teenagers involved in school violence have the experience of being obsessed with online games or reading unhealthy books, and under the misleading of bad information, these children confuse the virtual world with the real world, and they are not only perpetrators of school violence, but also victims of violent culture.
Tao Ran, director of the Addiction Medical Center of the General Hospital of the Military Region, began treating teenagers with Internet addiction in 2003 and has treated more than 7,000 teenagers with Internet addiction in the past 12 years. He told reporters that almost all of the children had violent impulses, and that 58 percent of them had violent acts such as slapping their parents and kicking them to the ground. Because his mother prevented him from surfing the Internet, a boy from Anhui Province cut off his mother's ear with a knife. Most of these children's violent tendencies stem from online games. Tao Ran said.
How can 100 million minors be protected?
According to the "2015 Youth Online Security Analysis Report" released by the 360 Internet Security Center this month, the number of young Internet users under the age of 16 in China is about 100 million to 120 million, accounting for between 16% and 20% of the total number of domestic Internet users, and domestic Internet users are characterized by a young age. According to the "Report on the Use of the Internet by Minors in China", the proportion of urban minors in China who have access to the Internet for the first time before the age of 8 has now exceeded 50%.
In the face of such a large group and such a grim situation, all sectors of society have called for stronger regulation to ensure that the game industry assumes its due social responsibility and cannot build commercial profits on "human weakness".
Shao Dehai, director of the Network Science and Technology Division of the Central Network Film and Television Center of the Communist Youth League, said: "An online game can reach hundreds of millions of users, and millions of people can be online at the same time, creating a new, more penetrating and influential media form." Newspapers and television can only influence the thoughts and behaviors of readers and viewers through words and images, while online games teach players to do good or evil in an interactive way, which no media can do before."
Ye Huijuan, an associate researcher at the Research Institute of East China University of Political Science and Law, and other experts said that the competent authorities should do their best to carry out game grading work, and the grading system not only provides the public with reference content, but also provides the game industry with action standards and market expectations that can be grasped, so as to enhance industry self-discipline.
Ye Huijuan said that game evaluation should not only have static indicators such as violence, eroticism, terror, social morality, and cultural connotation, but also pay attention to dynamic indicators such as game time limit, illegal program control, chat system civilization, game internal social system order, PK behavior control, etc., and when the game company adds or changes the game content during game operation, it will timely review whether it will lead to changes in the rating results.
Founded in 2008, Guangzhou Baitian Information Technology Co., Ltd. is currently China's largest green online game company, one of the founders Wang Xiaodong said: "The most intuitive thing about green online games is the visual 'no violence', even the head of the scythe for mowing the grass is designed to be round, not sharp, there is not a drop of blood, there is no fight scene." ”
"Yangqing is the most effective means to combat turbidity, and it is urgent to support a number of green games with strong influence and attractiveness." Cao Sanxing, deputy dean of the School of New Media at the Communication University of China, said that the attraction of young people shows that online games have a strong attraction. To this end, an effective promotion mechanism should be established to treat the green game as an industry, not just by a fixed few companies to do the green game, but driven by policies, to guide the entire industry, and promote more enterprises to become greener and greener.
In addition, Tao Ran also suggested that the relevant departments should conduct education and training for parents, establish a correct understanding of the use of games, and parents should strictly control the time their children use electronic products, strengthen exchanges and communication with their children, cultivate more interests and hobbies in children's reality, and earnestly fulfill their responsibilities of guardianship of minors online. At the same time, continue to improve relevant network management systems, such as the "online identity" verification system, the reward system for reporting illegal online acts, the system for the categorical management of Internet cafes, and the system for regulating the management of game websites, etc., to strengthen the force of cracking down on the acceptance of minors in Internet cafes, and give play to the deterrent effect of the law.
Tao Ran said that it is necessary to make the whole society pay attention to the online products and services of minors, and form a strong joint force for the whole society to participate in prevention, otherwise it will be difficult to heal the scourge of electronic violence. (Reporter Zheng Tianhong, Wang Ying, Qiu Yi, Yang Yimiao) (Original title: The Death of Electronic Violence among Teenagers)