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Well Done China - Recognises the addictiveness of online Gaming

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  1. #11

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    interesting, the guardian uk show a kid playing a non online game on ps3, surely they should you more up to date picture if the article about addictiveness and possibly anti social issues with excessive gaming.


  2. #12

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    it's not the first time, mainland gov using banning of certain aspects of gaming, they 'banned' ps2 for a while during the turn of the century and re released a few years later with significant restrictions on certain games (which is significant number), it's noted that HK significantly gained from this as people from china come in to HK to buy games which are banned in china for the same reason.

    https://kotaku.com/the-short-life-of...ina-1425748348

    while nowadays, restrictions are not as bad, a few games are still banned and sourced from hk and listed under different 'moniker' and hand drawn covers to avoid the ban, example of this is Resident Evil 2 remake which does show extreme violence and even in japan, it's censored the regular version, but their is highly restrictive certification for the uncensored version with 'z' rating still avalible

    https://www.gamebyte.com/china-sells...tation-remake/

    Elefant&Castle likes this.

  3. #13

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    In hk or the states the same attempt at legislating such a law would be subject to industrial lobbying and politicizing of issues by both side of the aisle, as part of the democratic process of hearing out voices..


  4. #14

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    Original Post Deleted
    Ah! Thanks for the clarification. I suppose the difference from SMS would be not needing the phone number and being free? I suppose the practical solution is blocking a few accounts, and for mass attacks, temporary deactivation?

  5. #15

    Tencent shifting to US - not sure this partnership is really in Nintendo's interest.

    https://www.wsj.com/articles/tencent-looks-to-leverage-its-partnership-with-nintendo-in-the-u-s-11573390800?mod=lead_feature_below_a_pos1


    The U.S. videogame market is a prime target for growth, especially because China has begun putting limits on games, including a curfew for players under 18, blocking them from playing late at night.
    For Tencent, the greater, though intangible, advantage of the Nintendo tie-up may be the ability to learn from the Japanese company, which has a knack for winning over U.S. game players.