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引导盲卡消费回归理性
Jing Ji Ri Bao·2025-09-11 00:07

Core Viewpoint - The popularity of blind boxes, particularly those themed around games and anime, has led to concerns regarding youth addiction, excessive spending, and impacts on academic and mental health, necessitating market regulation and guidance for rational consumption [1][2] Group 1: Market Trends - The blind box market in China has seen significant growth, with the collectible card market expanding from 2.8 billion to 26.3 billion yuan over the past five years [1] - The rise of blind boxes is closely linked to the "goods economy," which refers to products derived from copyrights in manga, animation, and games, appealing to the emotional value rather than just practical use [1] Group 2: Psychological Factors - The addiction to blind boxes among minors is attributed to their strong curiosity, weak self-control, and desire for recognition, compounded by insufficient regulation and guidance [2] - Some merchants exploit these psychological traits by using persuasive language, obscuring probabilities, and fabricating scarcity, leading to impulsive spending among youth [2] Group 3: Regulatory Measures - The State Administration for Market Regulation has issued guidelines prohibiting the sale of blind boxes to minors under 8 years old and requiring parental consent for those aged 8 and above, though enforcement remains weak [2] - Effective governance of the blind box market requires a multi-faceted approach, including stricter regulations on marketing practices, transparency in card design rules, and enhanced supervision of sales environments [2]