{"id":6617,"date":"2020-01-06T03:40:40","date_gmt":"2020-01-06T03:40:40","guid":{"rendered":"https:\/\/www.carmelss.edu.hk\/buddingwriters\/?p=6617"},"modified":"2020-01-06T03:40:46","modified_gmt":"2020-01-06T03:40:46","slug":"identity-verification-a-necessary-evil","status":"publish","type":"post","link":"https:\/\/www.carmelss.edu.hk\/buddingwriters\/archives\/6617","title":{"rendered":"Identity verification \u2013 a necessary evil"},"content":{"rendered":"\n<p>Have\nyou ever logged onto a game to have some fun for a while, but then when you\nlogged off, you realized a few hours have passed? As games are designed to be\naddictive, it is easy for people, especially youngsters, to fall prey to\naddiction. As children lack self-control and time management skills, they are\nmore vulnerable to game addiction. All around the globe, there have been many\ncases that children are so drawn into the virtual world of gaming that\ntragedies happen, causing the loss of eyesight or even death . <\/p>\n\n\n\n<p>It\nseems that there is no way other than the intervention from parents to stop\nkids from playing games around the clock. But things have changed, at least in\nChina. In some Chinese cities, gamers are required to verify their identities\nwith the data base before they can log in to play certain games. If the gamer\nis younger than 18 years old, there is a time limit on playing that game and\nalso a limit of the game transactions. For a player who is younger than 12, the\nrestriction is even greater. It serves as an anti-addiction measure to the\noften unsupervised young gamers. While some critics think it is an\nauthoritarian law to curb people\u2019s freedom of game, I think it is a necessary\nevil to put a stop to the problem of game addiction. <\/p>\n\n\n\n<p>To\ncommence with, this measure can potentially save young gamers from the\nadversary effects of addiction, one of which is health. With the inventions of\nsmart phones and the widespread usage of the Internet, never has gaming got so\nconvenient and accessible. It brings people the joy of gaming but at the same\ntime considerable health concerns. When staring at the small screen of a mobile\nphone for a long period of time focusing on an intense gaming round, it is easy\nfor our eyes to become overstressed and the blue rays emitted from the gadgets\nwill also damage our eyes. Also, when playing games, holding the position of\ntilting the head down will cause a neck injury over time. The confluence of\nthese impacts of playing games, especially the mobile ones for an extended\nperiod of time is virulent to young gamers\u2019 still-developing body. So with the\nanti-addiction measure in effect, the impact on health by gaming will be at\nleast limited, because the time of gaming is greatly curtailed. So some extreme\ncases like 2000 degrees of myopia could be avoided.<\/p>\n\n\n\n<p>Another\nreason supporting the measure is to ensure young players to have a balanced\nlifestyle. Many of them often willingly sacrifice their sleeping time in\nexchange of some virtual points in online games. Some games like Fate Go\nOnline, which has the nickname \u201cliver-costing\u201d from players, force players to\ninvest a few hours of their leisure time to gather enough game resources, which\ncauses young players to give up rest, grades, social activities and other\naspects of life. This is obviously detrimental to their whole-person\ndevelopment, ruining their grades and interpersonal relationships. But with the\nmeasure, young players cannot extend their gaming time further than the limits,\nensuring their lives are not entirely occupied by gaming, giving time to vital\nthings in life like studying and going out to play, which are beneficial to\ntheir development.<\/p>\n\n\n\n<p>Aside from the advantages to the young players, the measure has also some unprecedented positive impacts to the game industry as a whole. It may be surprising to many because it seems destructive to game companies. First, as gamers are required to verify their identities, the game companies can know exactly the ages of their dear players. So it can adjust their game content according to the players\u2019 ages to make it more favourable to the average player base. What\u2019s more, as the time of playing is limited, it encourages the game companies to prefer quality to quantity, providing short but good gaming experience rather than long but dull and repetitive game time to players. In addition, the limits on how much money a young player can put into the game will inevitably force game companies to give up the pay-to-win policy on their games. As a result, the game quality will be enhanced and it can improve the game industry on the whole. For the sake of the physical and mental well-beings of young gamers and from the perspective of gaming companies themselves, this measure sounds evil but it is actually doing good for them. As this policy is only enforced in China now, I hope the other companies that genuinely care for their players to be proactive and follow suit and put forward similar policies and measures. Many people call gaming as electronic opium but I think with regulations like these, this bad reputation of gaming can be vindicated. All in all, to shoulder social responsibility and reap other potential benefits, other companies should give up the concept of thriving on more playtime and do something to protect young gamers <\/p>\n","protected":false},"excerpt":{"rendered":"<!-- wp:paragraph --><p>Havyou ever logged onto a game to have some fun for a while, but then when yologged off, you realized a few hours have passed? As games are designed to baddictive, it is easy for people, especially youngsters, to fall prey taddiction. As children lack self-control and time management skills, the.........<\/p><a href=\"https:\/\/www.carmelss.edu.hk\/buddingwriters\/archives\/6617\" class=\"read-more\">Read More<\/a>","protected":false},"author":164,"featured_media":8474,"comment_status":"closed","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"_acf_changed":false,"footnotes":""},"categories":[1],"tags":[],"class_list":["post-6617","post","type-post","status-publish","format-standard","has-post-thumbnail","hentry","category-uncategorized","language-en","classlevel-s6","schoolyear-80"],"acf":[],"_links":{"self":[{"href":"https:\/\/www.carmelss.edu.hk\/buddingwriters\/wp-json\/wp\/v2\/posts\/6617","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/www.carmelss.edu.hk\/buddingwriters\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/www.carmelss.edu.hk\/buddingwriters\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/www.carmelss.edu.hk\/buddingwriters\/wp-json\/wp\/v2\/users\/164"}],"replies":[{"embeddable":true,"href":"https:\/\/www.carmelss.edu.hk\/buddingwriters\/wp-json\/wp\/v2\/comments?post=6617"}],"version-history":[{"count":2,"href":"https:\/\/www.carmelss.edu.hk\/buddingwriters\/wp-json\/wp\/v2\/posts\/6617\/revisions"}],"predecessor-version":[{"id":6619,"href":"https:\/\/www.carmelss.edu.hk\/buddingwriters\/wp-json\/wp\/v2\/posts\/6617\/revisions\/6619"}],"wp:featuredmedia":[{"embeddable":true,"href":"https:\/\/www.carmelss.edu.hk\/buddingwriters\/wp-json\/wp\/v2\/media\/8474"}],"wp:attachment":[{"href":"https:\/\/www.carmelss.edu.hk\/buddingwriters\/wp-json\/wp\/v2\/media?parent=6617"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/www.carmelss.edu.hk\/buddingwriters\/wp-json\/wp\/v2\/categories?post=6617"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/www.carmelss.edu.hk\/buddingwriters\/wp-json\/wp\/v2\/tags?post=6617"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}