Tencent patent fine

I believe that many players will be very familiar with the "healthy game advice" before each game starts, and this advice actually laid the foundation for the online game anti-addiction system. For the vast majority of post-80s generation and every post-90s generation and post-00s generation, the anti-addiction system is undoubtedly a thing that needs to be faced in the game career.

After introducing the face recognition function in the anti-addiction system, Tencent, as the largest game manufacturer in China, continues to improve this system. Recently, China National Intellectual Property Administration announced an anti-addiction invention patent applied by Tencent. The patent shows that this invention "can improve the accuracy of identifying addicted users, thus achieving excellent anti-addiction effect".

The relevant information of this patent shows that it tries to judge the addiction parameters of the target user in the target game through data such as the current position information of the target game and the anti-addiction time period of the target game. When the "addiction parameters" reach the preset threshold, the system will automatically intervene to provide anti-addiction treatment for the target users. Judging from the schematic diagram and corresponding description of the patent, it is mainly based on the geographical location to judge whether the user belongs to the addicted population. For example, on weekdays, if the target users appear in or around the school for a long time, they will be judged as addicted users.

Of course, it is obviously not enough to judge the identity of the target user only by geographical location information, so as to prevent the behavior of bypassing the anti-addiction system by stealing the identity of others and reduce the implementation of anti-addiction for normal users. After all, the hot search topic about # Game Anti-addiction exists in name only # shows to some extent that the anti-addiction system launched in 2007 is difficult to completely stop minors who want to indulge in games until today.

As the product of a lot of wisdom, the game itself is not only the "ninth art", but also a tool for human weakness, so it is reasonable that it can make people addicted, so it is natural to need an anti-addiction system to protect minors with insufficient self-control ability. In the information released by the World Health Organization, the specific definition of "game obstacle" is: losing control of the game, paying more attention to the game than other activities, making the game take precedence over other interests and daily activities, and continuing and upgrading the behavior mode of the game even if there are negative consequences.

In fact, the vision of the anti-addiction system is beautiful. It is not denied that minors need moderate game time to entertain themselves, but it is also suggested that the time of playing games needs to be properly controlled. However, in its long development process, the anti-addiction system, like maginot line in history, has become a dead letter. In view of the so-called real-name registration system, some media reported that there is a lot of real-name information on the Internet, which can be easily obtained even through search engines, and even teenagers will authenticate their real names in the name of their parents.

Before, the anti-addiction system did not play its due role. The key reason is often not that game manufacturers want to earn their impulsive consumption from minors with insufficient self-control, but that it is difficult to define whether a player is a minor. At the same time, as a millennial generation who grew up with the Internet, today's minors have become accustomed to using the Internet to solve problems. For example, it is not uncommon to buy real-name registration system authentication accounts from unscrupulous merchants on e-commerce platforms.

As for why you don't actively call the mobile phone to complete the identity authentication during the process of opening the game, in fact, the game manufacturer has not tried this solution. The glory of the king, a national mobile game, has been certified for face recognition before. However, according to relevant media reports, after being rejected for many times, the pop-up window of face recognition will no longer appear.

In fact, Tencent's caution about face recognition is completely understandable. After all, face recognition does play a very important role in judging the identity of players, which is also the core pain point of anti-addiction. Not to mention that there are illegal merchants in the network to provide face-brushing authentication services, face recognition itself is very sensitive, and the frequent awakening of face recognition function in the game will greatly affect the experience of normal users.

What's more, because of its higher correlation with personal identity information, the potential security risks brought by face data disclosure are far more serious than fingerprint or mobile phone number disclosure. Even the higher the accuracy of face recognition, the greater the risk, so a considerable number of consumers have some resistance to face recognition.

Since using face recognition to prevent addiction will not only affect the experience of normal users, but also have certain technical and ethical problems, Tencent, as the largest game manufacturer in China, will naturally choose alternatives to judge the identity of players. Using LBS-like method based on geographical location seems to be a good auxiliary measure. At present, smart phones generally support accurate positioning functions such as dual-frequency GPS, and this technology will effectively improve the accuracy of identifying addicted users.