I believe that many players will be very familiar with the "Healthy Game Advice" before starting each game, and this advice actually lays the foundation for the anti-addiction system of online games. For the vast majority of those born in the 1980s, as well as everyone born in the 90s and 00s, the anti-addiction system is undoubtedly something that needs to be faced in their gaming career.
After previously launching the face recognition function in the anti-addiction system, Tencent, as the largest game manufacturer in China, continues to improve this system. Recently, the State Intellectual Property Office announced an anti-addiction invention patent applied by Tencent, which shows that this invention "can improve the accuracy of distinguishing addicted users, thereby achieving excellent anti-addiction effects."
The relevant information of this patent indicates that it attempts to determine "the target user's location in the target game through data such as "the location information of the target game at the current moment" and "the anti-addiction time period of the target game". "Addiction parameter in the game". When the "addiction parameter" reaches the preset threshold, the system will automatically intervene and perform anti-addiction processing on the target user. Judging from the patent diagram and corresponding description, it mainly determines whether the user belongs to a group prone to addiction based on geographical location. For example, during workdays, if the target user appears in school or nearby for a long time, he will be determined to be a user prone to addiction. .
Of course, it is obviously not enough to simply use geographical location information to determine the identity of the target user, thereby preventing the behavior of bypassing the anti-addiction system by stealing other people's identities, and reducing the need for anti-addiction for normal users. After all, the previous hot search topic about #gameAnti-addiction is in name only# has already explained to a certain extent that the anti-addiction system launched in 2007 has been difficult to completely prevent minors who want to be addicted to games to this day.
As a product that gathers a lot of wisdom, the game itself is not only the "ninth art", but also a tool to target the weaknesses of human nature. Therefore, it is reasonable for it to be addictive, so it is natural. An anti-addiction system is needed to protect minors who lack self-control. In the information released by the World Health Organization, the specific definition of "gaming disorder" is that it is a behavioral pattern characterized by a loss of control over gaming and a greater emphasis on gaming than other activities, so that gaming takes precedence over other activities. other interests and daily activities, and keeping the game going and escalating even when negative consequences occur.
In fact, the vision of the anti-addiction system is beautiful. It does not deny that minors need moderate gaming time to entertain their bodies and minds. It also proposes that the time spent playing gaming needs to be properly controlled. However, in its long development process, the anti-addiction system, like the Maginot Line of Defense in history, has become papery. Regarding the so-called real-name system, some media reported that there is a large amount of real-name information on the Internet, which can even be easily obtained through search engines. Some teenagers even conduct real-name authentication in the name of their parents.
The most critical reason why anti-addiction systems have not played their due role in the past is often not that game manufacturers hope to make money from the impulsive consumption of minors with insufficient self-control, but that it is difficult to define a category. Whether a player is a minor or not. At the same time, as the Millennial generation who grew up with the Internet, today's minors are also accustomed to using the Internet to solve problems. For example, it is not uncommon to purchase accounts certified by real-name systems from unscrupulous merchants on e-commerce platforms. solutions.
As for why not to use the mobile phone’s front camera to complete identity authentication during the game opening process, in fact, this solution is not that no game manufacturers have tried. The national mobile game "Honor of Kings" has previously launched face recognition authentication, but according to relevant media reports, the face recognition pop-up window will no longer appear after the authentication is rejected multiple times.
In fact, Tencent’s caution about face recognition is completely understandable. After all, face recognition does play a very important role in determining the identity of players, a core pain point in preventing addiction. Not to mention that there are unscrupulous businesses on the Internet that provide face recognition authentication services. Face recognition itself is very sensitive, and it is very important in games. Frequently waking up the face recognition function will also greatly affect the normal user experience.
What’s more, due to its higher correlation with personal identity information, the potential security risks caused by the leakage of facial data are far more serious than the leakage of fingerprints or mobile phone numbers, and even face recognition The higher the accuracy, the greater the risk. Therefore, quite a few consumers are somewhat resistant to face recognition.
Since the use of face recognition to prevent addiction will not only affect the normal user experience, but also has certain technical ethical issues, then Tencent, as the largest game manufacturer in the country, will naturally choose to replace it. Plan to realize the judgment of player identity. Using a method similar to LBS, which is based on geographical location, seems to be a good auxiliary measure. Now that smartphones generally support precise positioning functions such as dual-frequency GPS, this technology may also effectively improve the differentiation of addictions. User accuracy.