NewHope
Senior Member
- Joined
- Jul 29, 2004
- Member Type
- Student or Learner
- Native Language
- Chinese
- Home Country
- China
- Current Location
- China
China's software industry will soon classify all its online games in an effort to protect the health and welfare of children from violent and pornographic content.
On 7th, July, China Consumer's Association, China Software Industry Association and Software World Magazine announced they will work together to provide standards to classify online games in order to create a more healthy environment for adolescents.
The computer gaming industry is developing rapidly in China. Its e revenues amounted to 1.32 billion yuan (US$159 million) last year and are expected to reach 6.7 billion yuan (US$810 million) by 2007.
Through last year, China had 13.8 million online game players, accounting for 20.2 per cent of Internet users and the number is expected to grow to 41.8 million by 2007.
At present, online games have no grades and anyone can log onto the Internet to give games a try.
Statistics show that 80 per cent of online game players are under the age of 25 and have become addicted.
Most of the games are imported and some of them contain "improper" content for young people, including material that is violent, pornographic, gambling or superstitious.
Teachers and parents often worry about their children's vulnerability since most kids don't have access to good guidance.
(ji tiejun)
On 7th, July, China Consumer's Association, China Software Industry Association and Software World Magazine announced they will work together to provide standards to classify online games in order to create a more healthy environment for adolescents.
The computer gaming industry is developing rapidly in China. Its e revenues amounted to 1.32 billion yuan (US$159 million) last year and are expected to reach 6.7 billion yuan (US$810 million) by 2007.
Through last year, China had 13.8 million online game players, accounting for 20.2 per cent of Internet users and the number is expected to grow to 41.8 million by 2007.
At present, online games have no grades and anyone can log onto the Internet to give games a try.
Statistics show that 80 per cent of online game players are under the age of 25 and have become addicted.
Most of the games are imported and some of them contain "improper" content for young people, including material that is violent, pornographic, gambling or superstitious.
Teachers and parents often worry about their children's vulnerability since most kids don't have access to good guidance.
(ji tiejun)