Vulnerabilities in real-name certification ?

By yqqlm yqqlm

Chinanews client, Beijing, February 23 (Reporter Wu Tao) “I played games for 7 days during the Spring Festival holiday, are you like this?” According to statistics, there are over 500 million online game users in my country, that is every 2 One netizen plays online games.

With so many game users, how many of them are minors? Is the juvenile anti-addiction system known by some game manufacturers really working?

Game! game! Go crazy during the holidays!

Recently, some media reported that “A 26-year-old guy has been playing games for 8 hours, and he has a brain.”

Some netizens reported that when playing games, he often I encountered a suspected underage player, “I often meet elementary school students when I play games during the Spring Festival holiday, and I can tell by listening to the sound. The milk is milky.”

“My son pesters me every day. 98K’s toy requires a’level three package’. Later, I learned that it was a prop in the “Peace Elite” game.” Some consumers told a reporter from Chinanews.com, “But my son is only 6 years old.”</ p>

Vulnerabilities in real-name certification ?

According to China Internet Network Information Center ( According to data from CNNIC, as of December 2020, the number of Internet users in China has reached 989 million, of which Internet users 19 and under account for 16.6%, about 164 million people, and Internet users under 10 account for 3.1%.

In the online “surfing” application, games are popular. As of December 2020, there are 887,000 game apps on the Chinese app market, accounting for 25.7% of all apps. In other words, one of every four apps on the app market in my country is a game app.

CNNIC data shows that my country’s online game users exceed 500 million. That is, one out of every two Internet users will play online games. It is hard to imagine how many underage game users among the approximately 164 million netizens aged 19 and below.

Is the game anti-addiction system mere formality?

Currently, most game manufacturers claim to have anti-addiction systems for minors. For example, Tencent introduced that online games use an anti-addiction system that prevents minors from relying on long-term online to obtain the increase in personal ability and compensation in the game, and effectively control the online time of minor users.

It is understood that for minors to prevent addiction, many game manufacturers currently adopt methods. One is real-name authentication to screen out underage users; the other is that the cumulative online time of underage users exceeds a certain range. The diminishing returns of games will restrict the time spent online by minors.

The introduction of NetEase’s game anti-addiction system shows that “Minors’ cumulative online time of less than 3 hours is considered healthy game time; cumulative game time of more than 3 hours is considered fatigue game time, and revenue is halved; cumulative game time exceeds 5 Hours are unhealthy game time, and the revenue drops to 0.” Tencent Games is also the case.

It is worth noting that the cumulative game time when the game revenue drops to 0 is at least 5 hours.

Furthermore, Netease pointed out that “if the accumulated offline time has reached 5 hours, the accumulated online time and accumulated offline time will be cleared, and the online time and offline time will be accumulated again after going online.” If you follow According to this rule, you can play the game for up to 14 hours from 0 o’clock to 24 o’clock that day.

Vulnerabilities in real-name certification ?(1)

Feedback from some netizens, Tencent The same is true for games. A game player told a reporter from Chinanews.com, “In some cases, after a total of 5 hours, you may be asked to go offline by the game, but you can log in after a few hours and you can play again.”

, Tencent said, “This is unlikely to happen to minors. For adults, the competent authority does not require any anti-addiction for adults. This is just a spontaneous exploration by Tencent Games, not the competent authority’s Requirements.”

When investigating, the reporter also found that for some competitive games, many players experience PK or the fun of competition. Game revenue is not important to them, so they rely on revenue. Methods such as decrement are difficult to play a restraining role in preventing addiction.

Vulnerabilities in real-name certification ?(2)

Tencent game anti-addiction rules Introduction. Screenshot from Tencent’s official website

In addition, the key part of the game anti-addiction system is real-name authentication, but some games are “so-so”. Just fill in a name and ID number to pass the verification. The reporter experienced “Plants vs. Zombies 2”. After filling in the fictitious name and ID card information, the real name verification can be passed.

The reporter’s investigation found that there is a large amount of real-name information on the Internet. “Going online to find names and ID information to pass the game’s real-name authentication is almost an open secret, and elementary school students know it.”


p >Is face recognition effective in preventing addiction?

Real-name authentication cannot achieve the effect. How to identify whether a player is an adult or a minor who has passed the real-name authentication? This has become a difficult point in the current game anti-addiction.

In order to solve this problem, some game manufacturers have introduced facial recognition functions, which are known as the “killer features” of anti-addiction for minors.

Vulnerabilities in real-name certification ?(3)

Face recognition in the game Reminder, but you can choose “Reject”. Screenshot

However, the reporter learned in the interview that taking “Glory of the King” as an example, some users said, “You only need to recognize the face once, and you will not be prompted again in the future.” Other high-risk network applications such as Chengshunfengche require face recognition every time they are used.

In this regard, Tencent stated that the facial recognition verification for suspected minors has covered all games operated by Tencent. Whenever the system requires facial recognition verification, whether it is “failed” or “Refusal to verify” will be included in the anti-addiction management.

Actually, the reporter encountered the face recognition pop-up window when he was experiencing “Glory of the King” in December 2020, but after “refusal to verify” several times, he never touched it again during the Spring Festival holiday in 2021. Go to the face recognition pop-up window.

Tencent said that for adults, the competent authority does not require any anti-addiction for adults. But netizens question: Isn’t face recognition just for spot checks on suspected underage players? If you “refuse to verify” a few times and no longer do random checks, the significance will obviously be compromised.

In comparison, Tencent has already done a lot of work in preventing minor game addiction. In reality, many game manufacturers currently do not have online face recognition to identify underage game users.

Of course, Tencent is currently the largest game manufacturer in China, and it is far ahead of other companies. According to its 2019 financial report, among the 10 most popular mobile games in the world, 5 were developed by Tencent. Tencent’s 2020 third-quarter financial report shows that in the first 10 months of 2020, the average daily active users of “Honor of Kings” exceeded 100 million.

Why is it difficult to prevent addiction in games?

First of all, game manufacturers are less willing to promote. Many companies that seem to have complicated businesses are actually online games.

Tencent’s financial report shows that in the third quarter of 2020, online game revenue increased by 45% to RMB 41.422 billion. On average, the daily income from games is about 450 million yuan.

Vulnerabilities in real-name certification ?(4)

NetEase financial report shows, 2020 In the third quarter of the year, net income from online game services was 13.9 billion yuan, a year-on-year increase of 20.2%. In the quarter, NetEase revenue was 18.658 billion yuan, which means that game revenue accounted for about 74% of total revenue.

Secondly, as mentioned by Tencent, there is currently no mandatory requirement for anti-addiction in games for adults. Many aspects are still in the exploratory stage.

In November 2019, the National Press and Publication Administration issued the “Notice on Preventing Minors from Indulging in Online Games”, requiring online game companies to explore and provide tips suitable for users of different age groups; relevant industry organizations should explore Implement specific standards for age-appropriate prompts, and urge online game companies to implement age-appropriate prompt systems; online game companies should pay attention to analyzing the causes of minor addiction, and promptly modify the content, functions or rules of games that cause addiction.

But in actual operation, game manufacturers often design various rights to induce users to be online for a long time in order to enhance user stickiness.

For example, in “QQ Three Kingdoms”, the concept of “vitality” is designed, which can only be obtained by users online (except for the purchase of related items for RMB). In the game, there are many places where “vitality” is needed. Therefore, some users in the game stay online for a long time every day for the sake of “vitality”.

Some analysts pointed out that minors need to work together to prevent addiction, parents, schools and other social forces need to perform the guardianship responsibility of minors, and strengthen the healthy and reasonable use of online games for minors. teach. What do you say? (End)