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澳专家:社媒禁令不应“放过”网游
Huan Qiu Shi Bao· 2025-12-18 06:16
Core Viewpoint - The article discusses the recent social media ban in Australia for children under 16, highlighting the exclusion of online gaming platforms, which critics argue also pose addiction risks similar to social media [1][2][3]. Group 1: Social Media Ban - Australia has implemented a social media ban for children under 16, prohibiting accounts on platforms like Instagram, Snapchat, and X [1]. - The ban allows children to browse platforms like YouTube but prevents them from registering accounts [1]. - Experts question the exclusion of online gaming platforms from the ban, citing their similar addictive nature [2][3]. Group 2: Addiction Concerns - Dr. Daniela Vichio, who runs a gaming addiction treatment clinic, emphasizes that gaming can lead to addiction and calls for its inclusion in the ban [1][2]. - Approximately 2.8% of Australian children are affected by gaming addiction, according to Macquarie University, with Dr. Vichio suggesting the actual risk is higher [3]. - Kevin Koo, a former patient, shares his experience of gaming addiction, likening it to substance abuse, and supports extending the ban to gaming platforms [2]. Group 3: Regulatory Perspectives - The Australian eSafety Commissioner stated that the ban's criteria were based on whether platforms are primarily for social interaction, which led to the exemption of gaming platforms [3]. - Experts argue that this rationale is flawed, advocating for more nuanced regulations that consider the potential risks of gaming [3]. - Calls for age-appropriate regulations are growing, with concerns about children accessing adult-oriented content on gaming platforms [3]. Group 4: Future of the Ban - The Australian government plans to continuously update the list of banned platforms, indicating that the ban is an evolving measure rather than a one-time solution [4]. - There is increasing pressure to impose stricter requirements on gaming platforms as the demand for help at addiction treatment clinics rises [4].
澳大利亚专家:社媒禁令不应“放过”网游
Huan Qiu Shi Bao· 2025-12-17 22:57
Core Viewpoint - The Australian social media ban for children under 16 excludes online gaming platforms, raising concerns about the similar addictive nature of both mediums [1][2][3] Group 1: Social Media Ban - Australia has implemented a social media ban for children under 16, prohibiting accounts on platforms like Instagram, Snapchat, and X [1] - The ban does not extend to online gaming platforms, which experts argue also pose significant addiction risks [1][2] Group 2: Expert Opinions - Dr. Daniela Viechio, a psychiatrist, emphasizes that gaming can lead to addiction similar to social media, calling for the inclusion of gaming in the ban [1][2] - Kevin Koo, a former patient, reflects on how a social media ban could have altered his online behavior, highlighting the potential harm of unrestricted internet access [2] Group 3: Statistics and Research - The World Health Organization recognizes "gaming addiction" as a formal diagnosis, with approximately 2.8% of Australian children affected, though Dr. Viechio believes the actual risk is higher [3] - The Australian eSafety Commissioner states that the ban criteria are based on whether platforms are primarily for social interaction, which has led to gaming platforms being exempt [3] Group 4: Calls for Regulation - Experts like Marcus Carter and Tama Leaver argue for more nuanced regulations that include gaming platforms, citing the need for age-appropriate guidelines [3] - The Australian government plans to continuously update the list of banned platforms, indicating an evolving approach to online safety [4]
游戏成瘾或加重焦虑抑郁情绪
Yang Guang Wang· 2025-12-10 08:11
吃饭时刷着游戏界面,路上紧盯手机屏幕,回家后更是机不离手连玩数小时……这样的画面,在当下不 少家庭中频频上演。为什么与成年人相比,儿童青少年更容易游戏成瘾?游戏成瘾究竟有哪些危害?家 长又该如何科学应对?央广网记者采访了南京医科大学附属儿童医院心理医学科主治医师黄懿钖博士。 未成年人是游戏成瘾的高风险群体 黄懿钖表示,由于自身发育特质、游戏设计机制与社会心理需求三者交互作用,未成年人是游戏成瘾的 高风险群体。 从自身发育特质看,青少年大脑的奖赏系统(主要由腹侧纹状体等区域负责,依赖神经递质多巴胺)已发 育得较为敏感,对即时反馈和新鲜刺激反应强烈。然而,负责执行控制、冲动抑制和长远规划的大脑前 额叶皮层却要到近30岁才完全成熟。这种发育上的"油门强、刹车弱"状态,使得他们更难抵抗游戏设计 精良的即时奖赏,而相对缺乏对长期后果的考量能力。 ·目标系统与沉没成本:清晰的任务链、成就徽章和社会排名,提供了明确的目标感。玩家投入的时 间、金钱和情感("我好不容易练到这个等级")形成了"沉没成本",使其难以抽离。 从社会心理需求看,根据自我决定理论,人类有自主、胜任和归属三大基本心理需求。当这些需求在现 实世界(如学业、 ...
韩国总统给游戏正名背后
3 6 Ke· 2025-10-28 05:20
Core Viewpoint - The South Korean government, under President Lee Jae-myung, has shifted its stance on the gaming industry, recognizing it as a vital cultural sector rather than a substance of addiction [1][8][36]. Group 1: Government's New Policies - President Lee Jae-myung has publicly redefined gaming, stating it should not be classified alongside addictive substances like drugs and alcohol, which has previously stifled the industry [8][9]. - The government has abolished the controversial Game Rating and Administration Committee's pre-approval system, which had complicated the game approval process [9][10]. - Financial support has been allocated for the development of AI games and to assist small and medium-sized gaming companies in expanding overseas [10][11]. - The government has proposed to delay the classification of "gaming disorder" as a disease, aiming to reduce the stigma associated with gaming [11][12]. Group 2: Historical Context and Industry Challenges - For over 20 years, the South Korean gaming industry faced strict regulations, including the "Cinderella Law" and the classification of games as addictive substances [17][18]. - Despite these challenges, the gaming sector remained a significant source of foreign exchange, but recent years have seen a decline in growth and profitability [18][20]. - In 2023, the gaming industry experienced its first decline in 14 years, with over 40% of gaming companies reporting no profits and an annual operating profit decrease of nearly 60% [18][20]. Group 3: Global Trends and Competitiveness - Other countries, such as Saudi Arabia and India, are increasingly recognizing the strategic importance of the gaming industry, integrating it into national development plans [22][23]. - The European Union has also begun to support its gaming industry through legislation aimed at fostering growth [25]. - South Korea's shift in policy is seen as a necessary response to the competitive landscape, where it risks losing its status as a leading gaming nation if it continues to view gaming negatively [28][29]. Group 4: Broader Implications of Gaming - The global gaming industry is valued at approximately $170 billion, surpassing the combined revenues of the music and film industries [39]. - Gaming is not merely an entertainment sector; it plays a crucial role in cultural output and national soft power [42]. - The technological advancements in gaming have significant spillover effects, influencing various fields such as AI, graphics, and communications [46][50].
什么让孩子困在游戏里?
Yang Shi Wang· 2025-10-11 00:31
Core Viewpoint - Gaming addiction, referred to as "gaming disorder," is recognized as a significant threat to the mental and physical health of adolescents, and has been included in the International Classification of Diseases by the World Health Organization [1] Industry Summary - The number of adolescents seeking treatment for gaming disorder at psychological outpatient clinics in various hospitals across the country is on the rise [1]
“也没有很快乐,只是不想停下来”
3 6 Ke· 2025-08-12 23:40
Group 1 - The article discusses the rising issue of addiction, particularly among youth, highlighting the prevalence of internet addiction in China, with rates ranging from 8.1% to 31.0% [1][2][44] - It emphasizes the complexity of addiction, noting that behaviors considered deviant are often misunderstood, and addiction is frequently stigmatized [3][7] - The article presents a case study of individuals like Wang Sasa and Qi Qi, illustrating their struggles with addiction to short videos and the psychological impacts of such behaviors [4][5][13][14] Group 2 - The concept of addiction is explored in depth, distinguishing between casual use and clinical addiction, with a focus on the brain's dopamine response and loss of self-control [8][9][10] - The article discusses the societal implications of addiction, including the role of technology companies in creating addictive products and the psychological escape they provide [40][41][45] - It highlights the need for a deeper understanding of addiction, suggesting that it is often a response to underlying pain or disconnection in individuals' lives [34][37][46]
AI 和沉迷游戏,哪个更费水? | Knock Knock 世界
声动活泼· 2025-06-14 08:29
Group 1 - BOA's closure system, which combines a knob and a fine wire, was initially inspired by designs in medical devices and has gained popularity in various footwear, including snow boots and skate shoes [2][4] - The collaboration between Vans, a leading brand in skate shoes, and BOA, a small company, highlights the potential of innovative technologies in established markets [2][4] - The origin of BOA's name, which means "python," reflects the brand's unique identity and its evolution from a niche product to a sought-after feature in footwear [2][3] Group 2 - The development of AI technologies is increasingly water-intensive, with data centers requiring significant amounts of water for cooling, leading to concerns about global water shortages [5][6] - Training large AI models, such as GPT-3, can consume vast quantities of water, with estimates suggesting that it evaporates around 700,000 liters of clean water [6] - The placement of new AI data centers in water-scarce regions exacerbates the issue, raising questions about sustainability in AI development [6] Group 3 - The gaming industry has been identified as having common features that make games addictive, particularly among minors, leading to concerns about gaming disorders [8][9] - The World Health Organization officially recognized gaming disorder as a disease in 2018, with prevalence rates among the population ranging from 1% to 9% [9][10] - Factors contributing to minors' susceptibility to gaming addiction include physiological reasons and social dynamics, such as family engagement in gaming [10]