In order to effectively solve the problem of minors' addiction to online games, the General Administration of Press and Publication issued the "Development Standard of Online Game Anti-addiction System (Trial)", the contents of which are as follows.
Game habit
In order to promote users to develop healthy game habits, let users enjoy the fun of the game healthily, activate their thinking, strengthen their brains and improve their intelligence, we must limit and guide the 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, after the healthy time, the longer you are online, the less you get until it is zero.
In order to ensure that users use the game moderately and have enough rest time, the intermission time and income of the game are limited and guided.
According to the above considerations, the game benefits of different cumulative online time are as follows: the cumulative online time is less than 3 hours, and the game benefits are normal; Within 3-5 hours, the income will drop to 50% of the normal value; After more than 5 hours, the income dropped to 0.
Because different games have different categories, it is suggested that the current role-playing online games, 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 item cannot be obtained.