What is a network anti-addiction system?

First, the development significance and principles of anti-addiction system

1. Development significance of anti-addiction system

In view of the situation that some users are excessively addicted to the game, which has a negative impact on their physical and mental health, the development standard of "anti-addiction system" for online games is specially formulated, so that users can not rely on long-term "online training" to gain the growth of their personal ability in the game, effectively control their online time, change players' dependence on "monotonous training mode" and change bad game habits that are not conducive to their physical and mental health.

The "anti-addiction system" developed by combining the existing MMO RPG "experience reward mode" in China has solved the following problems to some extent:

1) popularize the concept of healthy game time;

2) Reduce the game income in unhealthy game time;

3) Control the intermission time of the game, so that users can get enough rest, study and work time;

4) Let users no longer rely on "being online for a long time" to gain profits and promote users to develop healthy game habits;

5) Remind users of healthy games through information tips and warnings.

2. Development principles of anti-addiction system

When developing an anti-addiction system, we should adhere to the following principles:

1) Adhering to the people-oriented principle, we must give full consideration to protecting the physical and mental health of users, especially underage users, and help users arrange their study, work and leisure time reasonably.

2) Through the anti-addiction system, let users establish a correct concept of surfing the Internet-"moderate games are good for the brain, and indulging in games is harmful to the body".

Second, the development standard of anti-addiction system

1. Determine the time standard of healthy games.

1. 1. defines the cumulative game time of users as "healthy" game time within 3 hours.

Description: According to the characteristics of teenagers' physical and mental development, the basic content of online games at present, and the investigation and analysis of game users, the accumulated game time within 3 hours is not only beneficial to teenagers' physical and mental health, but also allows them to enjoy full game fun. For example, the next game of Go usually takes 2-3 hours.

1.2. It is defined as the time for users to continue playing "tired" games for 2 hours after accumulating 3 hours.

Note: users' accumulated game time exceeds 3 hours, which will inevitably bring some physical and mental fatigue. At this time, users should take a proper rest. Therefore, we define the 4th and 5th hours when the cumulative game time of users exceeds 3 hours as "tired" game time.

1.3. Define that the cumulative game time of users exceeds 5 hours as "unhealthy" game time.

Schematic diagram:

2. Promote users to develop healthy game habits.

2. 1. In order to promote users to develop healthy game habits, let users enjoy the fun of games healthily, activate their thinking, strengthen their brains and improve their intelligence, we must make the following restrictions and guidance on game time:

Users value the interests in the game most, which is also the reason why users are addicted to the game for a long time. If users can't continue to make money, they won't continue to be online. Therefore, it is necessary to limit users' income according to the different online time. The longer the online time after the healthy time, the less the income until it is zero.

2.2. Measures to limit and guide the intermission time and benefits of the game in order to ensure that users use it moderately and have enough rest time:

2.2. 1. According to the above considerations, the game benefits of different accumulated online time are treated as follows:

Accumulated online time game revenue

Normal within 0-3 hours

After more than 3 hours, the income dropped to 50% of the normal value within 5 hours.

After more than five hours, the income will drop to zero.

2.2.2. Because different games have different categories, it is suggested that the current MMO RPG, especially the pilot games, be defined as "game income = experience gained in the game+virtual goods gained":

If the income is 50%, it means that the gained experience value is halved and the virtual goods are halved.

If the income is 0, it means that the experience value cannot be obtained and the virtual goods cannot be obtained;

2.3. Due to the complexity of online and offline behaviors of users, the following situations will occur, so the implementation methods of time limit and prompt are as follows:

2.3. 1. After users are online, their continuous online time will be accumulated, which is called "accumulated online time".

2.3.2. After the user logs off, his offline time will also be accumulated, which is called "accumulated offline time".

2.3.3. If the accumulated online time of the user is less than 3 hours, the game will proceed normally. Every time the accumulated online time reaches 1 hour, remind once: "Your accumulated online time has reached 1 hour." When the cumulative online time exceeds 3 hours, remind you: "You have been online for 3 hours, please take a rest and do appropriate physical activities."

2.3.4. If the accumulated online time exceeds 3 hours and enters the 4th-5th hour, a warning should be given at the beginning: "You have entered the fatigue game time, and your game income will drop to 50% of the normal value. Please get off the line as soon as possible and do proper physical activities. " Thereafter, a warning should be issued every 30 minutes.

2.3.5. If the accumulated online time exceeds 5 hours, enter the 6th hour, and give a warning at the beginning: "You have entered the unhealthy game time, please go offline and have a rest immediately. If you don't go offline, your body will be damaged and your income has dropped to zero. " After that, it should be warned every 15 minutes.

2.3.6. If the accumulated offline rest time of users reaches 5 hours, the accumulated online time will be cleared, and if online again, the accumulated online time will be re-accumulated.