Last night (August 30th), the Ministry of Education and other eight departments announced the “Integrated Prevention and Control Program for Children and Adolescents with Myopia”. The plan proposes that the total amount of online games will be implemented. As soon as the news came out, online game concept stocks fell sharply. Is the winter of the game industry coming?

“Implementation Plan” proposes that students are strictly forbidden to bring electronic products such as mobile phones into the classroom. The use of non-learning electronic products should not exceed one hour per day The National Press and Publication Administration should implement the regulation of the total number of online games, control the number of online games operated by new online games, explore the age-appropriate reminder system in line with national conditions, and take measures to limit the use time of minors However, the “Program” did not elaborate on how the implementation will be implemented

After the news was announced, online game stocks plummeted. Netizen, the game giant listed in the US, fell 7.19%, and Tencent ADR (American Depositary Receipt) fell 6.97%

Today (August 31) opened, the Hong Kong stock online game sector fell across the board, Tencent Holdings fell 5.04%, the market value evaporated more than 150 billion

At August 15th, the Hong Kong stock market online game sector fell.

A-share online game sector led the decline, the afternoon closed, Xunyou technology, Sanqi mutual entertainment down limit, palm technology, perfect world and many other game concept stocks fell more than 5%

A-share online game sector decline list.

As the world’s largest game market, this year, China’s online game industry has been hit hard. Since March, the domestic registration and approval of online game version numbers have been frozen. As the new games are reduced, the growth rate of the entire industry has dropped significantly. According to the China Game Industry Report from January to June 2018, the sales revenue of the Chinese game market in the first half of 2018 was 105 billion yuan, a year-on-year increase of 5.2%, and this indicator was 21%, 30%, and 27 in the past three years. %

Data Source: “China Game Industry Report from January to June 2018”.

In June, WHO listed “game addiction” as a mental illness and gave the game industry a head start. Recently, in the three e-sports performances of the Asian Games in Jakarta, the Chinese team won two gold and one silver, which gave the industry a little comfort

“League of Legends” Exhibition (Image courtesy of AESF Asia Electronic Sports Federation).

Although there is a clear regulatory signal, only a few games such as “Glory of the King” have introduced a protection mechanism for minors. Most manufacturers have not taken measures to restrict minors from playing games. Whether the “age-appropriate reminder system” mentioned in the newly announced plan means that the game will be graded is still unknown

It can be expected that restricting minors from playing games will not cause the game industry to collapse. The current main force of game consumption is adults. Some analysts estimate that teenagers only account for 10-15% of the total income of the mobile game market. From the reliance on minors, the game market may have more opportunities for sustainable development

Chinese game makers are very good at developing money-making games, but in order to make money, there is no bottom line, so that children can’t get rid of the game

Doing games can’t just think about making money for children.

荔枝 I thought that controlling online games to prevent myopia can be seen as a bottom line for the online game industry. If the whole country wears glasses to play games, then it is really a national sorrow! Games should be a tool for entertainment, and game makers should focus on developing healthy and fun game products, rather than just thinking about saving money from their pockets!

Opinions of all parties:

Guangming.com pointed out that “the game approval tightening is an opportunity for industry norms”: For online game companies, in the face of this situation, rather than simply hope that the game approval will be released soon, it is better to take the opportunity to strengthen the “internal strength” practice. Put more energy into innovation and R&D, especially in the design of game content, and actively adapt to the new regulatory orientation

Technology Daily said, “E-sports entering the Asian Games can not become the reason for indulging online games”: E-sports career can only be a niche occupation, even if you enter the Asian Games or even the Olympic Games to become a competition, you must not become a teenager indulge in the network. The reason for the game, because there are more important things in our country that need to be done

Guo Pei Securities analyst Yan Pei believes that regulatory risk is not new to the game industry. Until now, the regulatory measures faced by the mobile game industry are still far looser than the PC end-game industry, but the latter has still been realized in the past decade. Faster growth. Strengthening the protection of minors is actually conducive to the sustainable development of the game industry

Game media “Game Inn” believes that “the total amount of online games regulation is not a bad thing policy has given the red line that the game industry must not step on”: Today’s program is also telling the game industry: to make games to earn conscience, underage People’s physical and mental health is the bottom line! It is everyone’s responsibility to protect the physical and mental development of minors. This cannot be an empty talk, nor can it destroy the future of the motherland because it makes money fast

(Source: Jiangsu Education Channel / Zhao Yinglei Editor / Li Hui)


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