双语 | 触目惊心的“王者荣耀”乱象,如何“救救孩子”?
据北京青年报报道,近几个月来,一款名叫《王者荣耀》的手机游戏风靡北京中小学校园。风靡到什么程度呢?报道里说,不管是在小学,还是初中、高中,玩王者荣耀的学生比例都不低,往往会超过班级人数的半数,甚至有不少老师认为能高达七八成。而这些“玩家”中,则出现了中小学生偷刷父母钱、脾气变差、成绩下降等现象。
▲《北京青年报》电子版截图
在北京的公交、地铁里,也经常能看到中小学生背着书包旁若无人地玩《王者荣耀》↓
(图片来源:网络)
而相关统计数据则更加令人触目惊心,根据今年初腾讯浏览指数发布的《王者荣耀》用户年龄分布,11-20岁的用户占《王者荣耀》将近60%!
由于种种负面效应,家长忍不住称之为“王者农药”。
对此,人民网发表评论说:作为游戏,《王者荣耀》是成功的,而面向社会,它却不断在释放负能量。从数据看,累计注册用户超2亿,日活跃用户超8000余万,每7个中国人就有1人在玩,其中“00后”用户占比超过20%。在此可观的用户基础上,悲剧不断上演:13岁学生因玩游戏被父亲教训后跳楼,11岁女孩为买装备盗刷10余万元,17岁少年狂打40小时后诱发脑梗险些丧命……到底是游戏娱乐了大众,还是“陷害”了人生,恐怕在赚钱与伤人并生时,更值得警惕。
好在,针对这种情况,游戏开发商腾讯公司已开始制定一些针对青少年的限制规则↓
Children under twelve will be restricted from playing 'Honor of Kings,' as part of disciplinary measures, the developers said on Sunday.
7月2日,《王者荣耀》游戏开发者表示,将对12岁以下的儿童玩家进行限制,作为防止未成年人沉迷游戏的措施。
The company announced it would limit children to play the game for no more than an hour a day starting Tuesday, in an attempt to prevent them from online game addiction.
该公司宣布7月4日起将限制儿童每天玩游戏的时长不超过1小时,防止他们沉迷网游。
Login access for the game will also be shut down for the young players after 9 p.m. to curb their playtime further, said the Internet behemoth in a statement.
该互联网巨擘声明,登陆该游戏的入口也会在晚上9点以后对青少年玩家关闭,以进一步控制他们玩游戏的时间。
Adolescents over twelve years old are allowed to play the game for two hours a day with those exceeding the time limit to be spontaneously forced offline, Tencent said.
腾讯表示,对12岁以上青少年游戏时长的限制是每天2小时,超过时限的玩家将被迫自动下线。
不过,其实中国此前已有相关政策出台,去年10月就新颁布了一项新的保护条例↓
China’s Internet regulator, the Cyberspace Administration of China (CAC), published draft regulations back in October 2016 that are designed to protect minors (citizens under 18) online. An updated draft of the regulations was published in January 2017 and is set to be finalized shortly. These regulations plan to address growing concerns around Internet privacy, cyberbullying and online gaming addiction. These regulations will affect the more than 170 million internet users in China aged 18 or under.
中国网络监管部门国家互联网信息办公室于2016年10月颁布了未成年人(18岁以下)网络保护条例草案。2017年1月,该条例草案修订版发布,并定于近期定稿。这些条例旨在解决人们对于网络隐私、网络欺凌和沉迷网络游戏等问题的日渐担忧,将对中国1.7亿19岁以下的网络用户产生影响。
The new regulations state that online game operators must carry out the following:
新条例声明,网络游戏服务提供者须遵守以下规定:
Introduce real name identification registration for user accounts
用户账号需使用真实身份信息进行注册
Take steps to identify minor accounts and store information privately and securely
有效识别未成年人用户,并妥善保存用户注册信息
Prohibit minors from accessing inappropriate parts of the game such as excessive violence or depictions of sexual content.
禁止未成年人接触不适宜其接触的游戏或游戏功能,如极端暴力或有关色情内容的描述等。
Introduce anti-addiction systems that limit the duration of time minors can continuously play a game
建立预防未成年人沉迷网络游戏的机制,限制未成年人连续使用游戏的时间
Block minors from playing online games from 12am (midnight) to 8am
禁止未成年人在每日的0:00至8:00期间使用网络游戏服务
Not all of the regulations above are new, as minors have always been banned from Internet cafés after midnight and from playing online games for too many hours in a row. However, this is the first-time online game operators will be responsible for prohibiting minors from playing after midnight themselves. An online game operator may face a fine of up to 500,00 RMB (~$72,000 USD), along with suspension or termination, if they are unable to register a minor’s identity or take measures limiting playtime for minors.
以上条例内容并非都是新规定,因为一直以来,未成年人在夜间都是禁止进入网吧的,并且也不能连续长时间使用网络游戏服务。然而,对于网络游戏服务提供者限定责任,禁止未成年人在夜间使用网络游戏服务还是首次提出。条例规定,对于未进行身份注册或未采取防沉迷措施的网络游戏服务提供者,处以5万元以下罚款,并予以歇业或停业。
These new regulations are being put into place to deal with what the Chinese government is calling excessive gaming addiction. There have been countless stories in China of minors becoming addicted to online games and playing them late at night, leading to adverse health effects. The government is hoping that these regulations will stop excessive gaming addiction without the need for parents to send their children to potentially harmful internet addiction camps.
这些新条例的实施是为了解决中国政府所提出的过度沉迷网络游戏的问题。在中国,未成年人沉迷网络游戏夜不归宿的例子不胜枚举,对未成年人的健康造成了不良影响。政府希望这些条例的出台能够遏制未成年人过度沉迷网络游戏的现象,父母不再需要将孩子送到可能对身心不利的戒网中心去治疗。
▲未成年人玩游戏身影(图片来自网络)
其实,“沉迷游戏”也是多年来世界各国普遍的现象,有些国家已将它视为一种精神疾病↓
Over the last 20 years, as the medium exploded in popularity, there have been regular scare stories about zombie-like teenagers slumped in front of their PCs, eschewing school work and social interaction.
过去二十年间,随着电子游戏迅速流行开来,人们也不断听说青少年像僵尸一样趴在电脑前,逃避学业和社交活动的骇人事件。
Experts estimate that more than 3 million Americans between eight and 18 could be suffering from video game dependency. And medical authorities are finally noticing. The latest edition of the Diagnostic and Statistical Manual of Mental Disorders recently christened the phenomenon as "internet gaming disorder." The DSM warns that such "persistent and recurrent online activity results in clinically significant impairment or distress," adding that certain neural pathways are triggered just like a drug addicts' would be when ingesting their substance of choice. To put that comparison in perspective, there could be about 1 million more diagnosable dependent gamers in America than coke addicts.
据专家估计,美国有300多万8至18岁的儿童和青少年沉迷于电子游戏无法自拔。最终,医疗当局也注意到了这个问题。最新版的《精神疾病诊断与统计手册》最近也将这个现象命名为“网络游戏障碍症”。手册中告诫道,这种“持久而反复的线上活动导致临床表现为重性身体机能损伤或忧虑”,触发某些神经通路,就像嗑药者在吸食毒品一样。确切来说,这种对比具体体现为,在美国可诊断出的网瘾患者比可卡因嗑药者可能要多出约100万人。
【一个美国的案例】
Brett's addiction to video games reached its fever pitch in 2007 when he was in the tenth grade. He was so focused on World of Warcraft that he stopped bathing or brushing his teeth regularly. He rarely got more than a few hours of sleep because he'd stay up all night gaming. He was clocking up to 40 hours a week on video games on top of going through the motions during the day at school. It got so bad his teacher ordered him out of class because he looked like one of the monsters he'd savaged the previous night. He failed all of his classes that trimester. Brett couldn't have a conversation about anything but gaming for a minute or two.
布雷特对电子游戏的痴迷在2007年读十年级的时候达到了狂热程度,他非常专注于《魔兽世界》,经常为了游戏而中断洗澡或刷牙,甚至会整晚熬夜,睡不上几个小时。布雷特每周花在游戏上的时间长达40小时,白天在学校就像走过场一样,情况已经糟糕到老师把他逐出课堂的地步,因为他看上去好像前一晚在游戏里虐过的一头怪兽。那个学期他的所有课程都不及格,和人聊天的内容也仅限游戏,能讲上一两分钟。
"I decided that the progression of my WoW character was more meaningful than the progression of myself in real life. It's so much more quantifiable. It's so visible. It's more entertaining than real life. It's easier than real life. It's more straightforward. And there's so much to do." said Brett.
布雷特说:“我觉得在《魔兽世界》中游戏角色所取得的成就比现实生活里个人的进步更有意义,游戏中的成就更加量化、可见,比现实生活来得轻松有趣、直截了当,要做的任务还有很多。”
为了应对这些问题,各国政府也在探求解决之道↓
South Korea’s government passed a “shutdown law” in May 2011 that prohibits minors under the age of 16 from playing games between midnight and 6am. Whilst effective at first, the law caused underage gamers to steal or use their parent’s IDs in order to circumvent the ban.
韩国政府于2011年5月通过了《游戏关闭法》,禁止16岁以下的未成年人在午夜至早上6点之间玩网络游戏。该法生效之初,未成年玩家开始窃取或使用父母的账号,以规避禁令。
The online game content rating systems developed in Europe and the United States are widely used. The Pan European Game Information (PEGI) and Entertainment Software Rating Board (ESRB) have been created to regulate the content of game products. These require game products to display content symbols and advisory warnings that include an age recommendation and a description of the type(s) of content included in the game (e.g., violence or criminal behavior). All games are required to attach content and age-level labels on the package so that buyers can see whether the game is suitable for them or their children. In addition, sellers are forbidden from selling games to inappropriate consumers such as minor children.
欧美国家的线上游戏内容分级制度被广泛采用,泛欧洲游戏信息组织和娱乐软件分级委员会的创立就是为了监管游戏产品的内容。这些组织要求游戏产品应该显示内容等级符号及建议性警示语,包括适合年龄以及对游戏内容类型的描述(例如“暴力”或“犯罪行为”)。所有游戏都应在包装上附上内容和年龄段的提示标签,以便购买者知晓该游戏是否适合自己或孩子。此外,游戏销售者不得向未成年儿童等不符合标准的消费者贩卖游戏。
China’s government has always acted with paternal responsibility towards its citizens and this regulation is one of many that aim to protect minors from excessive gaming addiction. These new regulations go a step further towards eradicating the problem but there is still a long way to go in terms of providing a complete and safe solution with zero loopholes.
中国政府始终将父母对孩子的监管义务作为众多监管方式之一,避免未成年人沉迷游戏。这些新条例将进一步消除这一问题,但形成完整、安全、毫无漏洞的解决方案还有很长的路要走。
路确实还很长。青少年是国家和社会的未来,“沉迷游戏”对他们的身心带来了极大损害,对整个社会的负面影响也无疑是深远的。因此,这在任何一个国家都是被深恶痛绝的。
如何治理这一难题?就如人民网的评论所说,从目前来看,监管的力度和效果与人们的期待存在较大距离。那么,就需要各方一起努力来克服这一难题,游戏制作方的源头设限、政府部门的审核监管、家庭成员的陪伴监护等,一个不能少。
英文来源:the Gurdian, Vice, Niko Partners, Chinaplus, Government Regulation of Online Game Addiction 等
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