Chinese ビデオ gamers will have their 直面するs scanned while playing after 10pm to 確実にする they are not children breaking 政府 外出禁止令 支配するs

  • Gaming 巨大(な) Tencent is trying to stop children playing between 10pm and 8am
  • 'Midnight-patrol' 科学(工学)技術 will stop 'tricks' which 回避する 2019 支配するs
  • The 規則s introduced both a 外出禁止令 for children and a spending cap
  • Gamers had to 登録(する) with 公式の/役人 IDs before they could play online
  • But some children were breaking 支配するs by using adult cards instead of their own?

Chinese ビデオ gamers are to have their facers scanned while playing after 10pm to make sure they are not children breaking 外出禁止令 支配するs 課すd two years ago.

The country's gaming 巨大(な) Tencent is rolling out the 科学(工学)技術 to stop children playing between 10pm and 8am.?

によれば the BBC, the 'midnight-patrol' 科学(工学)技術 will stop 'tricks' which 回避する 支配するs 課すd in 2019.?

The 規則s introduced both a 外出禁止令 for children and also a cap on what young gamers could spend in-game 処理/取引s.

Under the 法律s, the gamers have to 登録(する) with their 公式の/役人 IDs, which are linked to a 国家の database. However, children are said to have been using adults' IDs instead of their own.

Now, Tencent's 支配するs will mean anyone playing for a 確かな length of time will have their 直面するs scanned to 証明する they are an adult.?

Chinese video gamers are to have their facers scanned while playing after 10pm to make sure they are not children breaking curfew rules imposed two years ago

Chinese ビデオ gamers are to have their facers scanned while playing after 10pm to make sure they are not children breaking 外出禁止令 支配するs 課すd two years ago

Tencent, which is the world's biggest game company, began 実験(する)ing its system in 2018.?

With 動きやすい gaming 存在 far more popular in 中国 than in Western nations, many of the 会社/堅い's 最高の,を越す 肩書を与えるs are on smart phones.?

The facial 承認 will utilise the cameras which are 任命する/導入するd on smartphones as 基準.?

Previous 人物/姿/数字s showed that more than 14 per cent of 中国's minors, or 33million people 老年の under 16, are obsessed with the internet.?

The 2019 規則s also stopped 使用者s younger than 16 from playing games for more than an hour and a half a day on weekdays or more than three hours a day on 週末s and 公式の/役人 holidays.???

The country's gaming 巨大(な) Tencent is rolling out the 科学(工学)技術 to stop children playing between 10pm and 8am

For those between the age of eight and 16, a 月毎の 最高の,を越す-up cap of 200 yuan (£22) and a 選び出す/独身 処理/取引 限界 of 50 yuan (£5.6) were also 始める,決める.??

Adult players are not able to spend 400 yuan (£44.75) a month on the same game or 100 yuan (£11) each time.?

中国 has more than 800 million internet 使用者s, and 29 million of them are under 10 years old.??

Around 70 per cent of children in the country have their own smartphones and nearly half of the children 老年の between seven and nine are given 接近 to the Internet.?

The? 傾向 has 原因(となる)d health 問題/発行するs for the youngsters, 特に short-sightedness.?

A 国家の 見通し 報告(する)/憶測 in 2015 said around 500 million Chinese - nearly half the 全住民 above five years old - 苦しむ visual impairment.?

の中で them,?450 million are 近づく-sighted, and 率s were rising.?Many of the 事例/患者s have been 原因(となる)d by 過度の 審査する time.??

The authority has also banned gaming between?10pm and 8am with the new rule (file photo)

The 当局 has also banned gaming between?10pm and 8am with the new 支配する (とじ込み/提出する photo)

Serious fascination with games has also seen some families' 貯金 blown up after parents give their phones to their children to keep them 静かな - without realising that they are playing games that 要求する constant 最高の,を越す-ups.??

It comes after a 熟考する/考慮する 解放(する)d in May said that ビデオ game 中毒 is an 問題/発行する for one out every 10 gamers and can result in?mental, social and behavioural 問題/発行するs.

US psychologists (人命などを)奪う,主張する 10 per cent of gamers ? a '重要な 少数,小数派' ? play in a way that is harmful or 原因(となる)s 消極的な long-称する,呼ぶ/期間/用語 consequences.

They 落ちる into what they call a 'pathological' gamer 部類, characterised by 過度の time spend playing ビデオ games, difficultly 解放する/撤去させるing from ビデオ games and a 'disruption to healthy 機能(する)/行事ing'.?

WHY HAS THE 世界保健機構 CLASSIFIED INTERNET GAMING AS A MENTAL HEALTH DISORDER?

世界保健機構 分類するs internet gaming as 公式の/役人 mental health disorder

The World Health Organisation has 分類するd playing ビデオ games on the internet as an 公式の/役人 mental health disorder.

'Gaming disorder' is defined as 'a pattern of gaming 行為 characterized by impaired 支配(する)/統制する over gaming, 増加するing 優先 given to gaming over other activities to the extent that gaming takes 優先 over other 利益/興味s and daily activities, and 延長/続編 or escalation of gaming にもかかわらず the occurrence of 消極的な consequences.'

To be 診断するd with gaming disorder, the individual must:

(1) Experience 重要な impairment in personal, family, social, 教育の, occupational or other important areas of 機能(する)/行事ing

(2) Have experienced this impairment for at least 12 months

世界保健機構 advises gamers to be mindful of how much time they spend playing, 特に if it is to the 除外 of other daily activities.

They should also be 警報 to changes in their physical or psychological health and social 機能(する)/行事ing which could be せいにするd to gaming.?

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