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How to evaluate how game companies use face recognition to prevent minors from indulging and recharging?
The game anti-addiction system, which has always had loopholes and been repaired, is welcoming the best model.

According to media reports, on the afternoon of March 3 1, the WeChat mini-game was officially connected to the health system. When users without real names enter the mini-game interface, they need to check their real names before they can start the game.

Small game users who are verified as minors will be restricted by game time and game duration: from 22: 00 to 8: 00 the next day, minor users will not be able to use small game services, and the cumulative game duration of minor users on legal holidays shall not exceed 3 hours per day, and the cumulative time at other times shall not exceed 1.5 hours per day.

At this point, the small game is no longer the "extra-legal place" of the anti-addiction system ...

Coincidentally, on March 18, OPPO announced the launch of the anti-addiction game system for minors, becoming the first online game anti-addiction system among mobile phone manufacturers.

As hardware, the blocking point of OPPO is mainly on payment. Users who use OPPO mobile phones must complete compulsory real-name authentication when paying for the game.

After completing the authentication, the terminal will prohibit minors under the age of 8 from recharging; Limit the single recharge of users over 8 years old and under 16 years old to no more than 50 yuan, and the cumulative monthly recharge amount shall not exceed 200 yuan; Users aged 16 but under 18 are restricted. The single recharge does not exceed 100 yuan, and the cumulative monthly recharge amount does not exceed 400 yuan. Users who have not completed real-name registration will be prohibited from recharging in the game.

This series of measures by the application platform and mobile phone manufacturers are actually an echo of the earlier new regulations.

0 1

Out-of-control holidays trigger an upgrade.

Previously, the General Administration of Press and Publication issued the Notice on Preventing Minors from Indulging in Online Games (hereinafter referred to as the Notice). In addition to the previous report that minors' single game recharge should not exceed 100 yuan, the Notice also requires strict control of the duration of online games used by minors. It is stipulated that no game service shall be provided for minors from 22: 00 to 8: 00 the next day, and the legal holidays shall not exceed 3 hours a day, and the other hours shall not exceed 1.5 hours a day.

This move is regarded by the industry as a "switch" version of the anti-addiction system.

However, most people in the game circle are well aware that such regulations are difficult to implement and the results achieved are not necessarily obvious. Not to mention that minors use their parents' mobile phones, elders' ID cards and photos to break through the moves such as face recognition needed to log in to the game, and even whether the game industry itself can really "pull the switch" at 10 is unknown.

After the notice was issued, Shule also pointed out the "loophole" through his column in People's Post and Telecommunications: Have you noticed that when do you need to verify the user's identity for all kinds of small games that can be seen everywhere in social networks? At most, just log in quickly with a social account, even if it is "verified" ...

At that time, there were still many appeals like Shule in various public opinions. It is not known whether WeChat saw it, but WeChat did respond and blocked the loopholes.

As the only manufacturer in the domestic game industry, this is the experience of responsibility, and of course it is also its obligation.

The reason why we made intensive moves in the middle and late March is also sometimes the background.

Affected by the epidemic, players who stay at home (including a large number of teenagers) are addicted to rival games far more than expected.

On New Year's Eve, when hundreds of millions of players eat chicken together, "Peace Elite" ushered in the test of maximum traffic, and the server "collapsed in the middle"; The daily peak flow of the glory of the king was as high as 2 billion yuan, which was more than 50% higher than that of1300 million yuan on New Year's Eve in 20 19.

Gamma data shows that during the seven days of the Spring Festival (from New Year's Eve to the sixth day), the game stream of TOP 10 on Apple's best-selling list increased by over 40% year-on-year, and the game stream of TOP 10-60 increased by over 100%.

Since then, due to the extension of the holiday, the popularity of this 7-day music, which originally belonged to the winter vacation and the Spring Festival, has been maintained throughout the first quarter ...

At the same time, out-of-control holidays have also aggravated the seriousness of the problem of anti-addiction.

There must be anti-addiction here.

02

Occasional soft and hard defense will become a big trend.

OPPO's attack has some kind of "consciousness".

In an article published by OPPO for this anti-addiction system, you can see the following contents:

"Hefei boys secretly recharged more than 400,000 yuan for playing games." "A child in Jiangxi recharged 40,000 yuan for mobile games, and his mother cried and beat her son: I have to pack 40,000 bags of cement!" Recently, similar reports of minors indulging in online games have frequently attracted attention ... According to its (notice) regulations, OPPO overcame development difficulties during the epidemic, quickly completed product deployment, and launched the system at the first time.

Between the lines, it is all about the out-of-control holiday and the initiative of the manufacturer. Although it is propaganda, it needs to be praised.

The meeting between WeChat and OPPO, although accidental, also represents a necessity.

The increasingly popular WeChat game urgently needs to prevent addiction.

According to the statistics of Aladdin Index, since the Spring Festival holiday, the game ranked first in the daily list has been the brain-burning puzzle product "I'm not a pig's head", and the brain-burning games "Save Xiaobao" and "Brain Hole 2020" are also among the top ten in the list of small games, and the elimination and puzzle games such as "Stars explode" and "Eye-catching people" are also outstanding. In the WeChat game, the performance of the chess game is very bright, and the daily active users, user duration, retention and other data are far more than usual.

In addition, last year 1 1 month, wechat published a set of commercialization data of small games: one year after the release of the creative encouragement plan, there were 17 small games with accumulated users exceeding one million, creative incentive income (multi-share) exceeded 50 million, 6 small games with the highest monthly flow, and 9 small games with monthly active users exceeding one million.

In addition, there was no anti-addiction system involved earlier, which made a large number of teenagers flood into small games to find game time after the client games were anti-addicted.

Wechat games have also led to the popularity of game applets on more platforms, such as fast applications, light applications and other small programs launched by different software and hardware developers, which are also attacking the field of small games in large numbers.

The WeChat game is the first to set a good example, which is equivalent to listing a "mission must be achieved" for other platform games.

Its significance also breaks through the category of small game community of a single platform.

Similarly, OPPO's first online game anti-addiction system among mobile phone manufacturers has the same demonstration effect.

Making an anti-addiction "plug-in" for your own system is just a "small program" for hardware and software manufacturers, but it has always lacked a leading brother.

Now the leader has it! The trend is ripe.

Blocking is not powerful enough to prevent addiction. What if you can only dredge it without blocking it?