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Xinhua News Agency wrote an angered criticism of modern game violence: harmed the motherland youth

2025-02-06 05:03:08|Myriagame |source:minecraft skins

Although the Ministry of Culture has included a number of illegal online animation such as "Tokyo Gong Season 2" and "Attack on the Giant" this week, such as "blacklist", punished 29 websites such as LeTV and iQiyi8 websites such as the comics island, but how to make a new generation of young people known as the "Internet Aboriginal" stay away from the rendering violence and pornographic online animation and video games.Anthropomorphic issues.

The reporter found in an interview that these online animation and video games involved in violent content are quite marketing in the youth groups. They are like the "evil seeds" sprinkled in children's hearts.And this group of violence is frequent and violence.

To settle the e -violence of young people, in addition to calling for the social responsibility of the online animation video game industry, it is also imminent to enhance the wisdom of the adult world.

The invasion of violent games

As long as you log in to some game websites, people can see a variety of violent game columns. Among them, there are more than 2,300 mini -games with zombies.In a game called "Blood Street", players can act as people mentioned in the mission, or they can use a big knife to cut into innocent passers -by.The weapons in the game are all available from dagger to gasoline barrels to rocket launchers. When killing people at close range, you can even see pictures of blood splashing, cracked bones.

"This kind of mini -game is played by children four or five years old." The online game fan young king who had eaten and lived in Internet cafes told reporters.Xiao Wang said that he first played such web games in kindergartens. When he was in elementary school, he replaced gun battles and fighting single -machine games such as "StarCraft" and "Dungeon and Warriors".》 Online team games.

The reporter saw in the advertisement of the team's team game "Legendary Bulletin": "Big brother" holding a big knife in black danced and danced: "To set up a gang, you can take the brothers to PK together." "Your legendary you are the master."These words are full of temptation for teenagers.

"Recently, I listened to classmates and introduced a game called" The Road to Survival ", which is also a popular game on the ranking. It is mainly playing zombies, which is particularly real with the sound effect. There are various zombies in it.The zombies suddenly pulled you over, and various colors and blood stains appeared in the instant screen, which was similar to watching foreign zombie films.Xiao Zhang said.

Some game content full of bloody, killing and pornography brings not only visual impact to minors with poor discerning power, but also to make children advocate violence and lays violence in the subconsciousness.The tendency to solve the problem by means.

"I watched some children in the Internet cafes and lost the keyboard with their hands, and they smashed bleeding." "Some of our classmates have finished playing the game, holding brooms, even waving, like crazy." InterviewSome of the students said that there were classmates around they played because they discussed the game.

The "culprit" of bad youth

Xiao Wu, a 12 -year -old girl who was treated at the psychological growth base in China, only wanted to know how the baby was born at first, but saw a lot of pornographic information during the online inspection. LaterThere are many sexual abuse games with male netizens, and at the same time, there are obvious violence at school.

"In order to correct her bad behavior, I accompany her to travel and take her psychological treatment, but there is no way to prevent her from secretly connecting with netizens. Why do such small children grow the seeds of devil in their hearts?" Xiao Wu's mother helplesslyask.

The reporter learned in the interview that bad information from the Internet has a strong guidance to the habit development and behavioral specifications of young people in it. Especially in online games, players' behavior in the game sometimes unconsciously unconsciously unconsciouslyExtend to a real society, and then derive various social problems.In recent years, violence caused by online games and crimes of minors have been reported.

In 2011, in Yichang City, Hubei arrested a small gang who entered the room more than 30 years of theft. Eight members were between 12 and 15 years old. The purpose of theft was to buy virtual games "equipment".

In August 2012, a major killing case occurred in Yongling Town, Xinbin County, Liaoning. The 17 -year -old suspect Li had a contradiction with his girlfriend. After killing his girlfriend's relatives, he killed 6 people along the way, stabbed 5 people, and the suspect was murderer.Dress -up as an online game character image has attracted widespread attention from society.

In September 2013, Lei Mou, a student of Linchuan No. 2 Middle School in Fuzhou, Jiangxi.Sun died on the spot.

The reporter learned that most of the teenagers participating in the campus violence incident were obsessed with online games, or read the experience of reading unhealthy reading. Under the misleading of bad information, these children confused the virtual world with the real world.Victims of violent culture.Tao Ran, director of the Beijing Military Region General Hospital Addiction Medical Center, has been treated with Internet addiction teenagers since 2003. In the past 12 years, more than 7,000 Internet addiction teenagers have been treated.He told reporters that almost all of these children had violence, of which 58%had a serious violence that slapped their parents and pressed their parents underground.

"Because the mother stopped her online, a boy from Anhui cut off his mother's ears with a knife. And most of these children's violence tended to originate from online games." Tao Ran said.

How to protect the 100 million minors?

According to the "2015 Youth Online Safety Analysis Report 2015" released by the 360 ​​Internet Security Center this month, the number of young netizens under 16 years of age in my country is about 100 million to 120 million, accounting for 16%-20%of the total number of domestic netizens, and domestic in China Network users present the characteristics of low aging.According to the "China Underworld Internet Application Report", the proportion of the first touch of the Internet before the age of 8 years before the age of 8 is currently exceeding 50 %.

Faced with such a huge group and such a severe situation, all sectors of society have called for strengthening supervision to ensure that the game industry bear its due social responsibility, and cannot build commercial profits on "the weakness of human nature".

Shao Dehai, Minister of the Internet Technology Division of the Communist Youth League Central Internet Film and Television Center, said: "A online game, can reach hundreds of millions of users, can be online at the same time, creating a brand new, more penetrating power and influenceThe media newspaper and TV can only influence the readers and audience's thoughts and behaviors in the role of text and images. The online games teach players to do good or evil in an interactive manner.Can not reach "."

Ye Huijuan, an associate researcher at the Institute of Science and Law of East China University of Political Science and Law, suggested that the competent authorities should carry out game grading work as soon as possible. The hierarchical system not only provides the public with reference content, but also provides grasping action standards and market expectations for the game industry, so asImprove industry self -discipline.

Ye Huijuan said that the game evaluation must not only have static indicators such as violence, pornography, terror, social morality, cultural connotation, etc., but also pay attention to the game time limit system, illegal program control system, chat system civilization, and internal social system system system system systemDynamic indicators such as order and PK behavior control. When the game company increases or changes the game content when the game operates, it will timely review whether the grading results will change in a timely manner.

The Guangzhou Baitian Information Technology Company, which was founded in 2008, is currently the largest green online game company in my country. One of the founders Wang Xiaodong said: "The most intuitive green online game is the visual" no violence '. It becomes a round, not a pointed, there is no drop of blood, and there is no fighting scene. "

"Yangqing is the most effective means to fight turbidity. At present, it is urgent to support a group of green games with strong influence and attractiveness." Cao San Provincial Deputy Dean of the New Media College of Communication University of China said that teenagers are attracted, indicating that online games are strong in online games.Attraction.To this end, an effective promotion mechanism should be established, and green games should be done as an industry. It is not just a fixed company to make green games, but policy -driven to guide the entire industry and promote more companies to become more and more enterprises.green.

In addition, Tao Ran also suggested that relevant departments should deal with parents to conduct education and training, and establish a correct understanding of the use of the game. Parents should strictly control their children's time to use electronic products, strengthen communication and communication with children, cultivate children's realistic hobbies in reality, etc., and practicallyPerform the responsibility of surveillance of minors.

At the same time, we will continue to improve the relevant network management system, such as the "network identity" verification system, the reporting and reward system of network violations, the online cafe classification management system, and the standard management system of the game website.The deterrent effect.

Tao Ran said that the whole society must pay attention to network 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 smooth the e -violence.