Gamers Find Gaps in China's Anti-Addiction Efforts
03 Apr 2008 
"And these stories aren't unusual. Step into any Internet bar, and it's full of young boys tapping away – many of them apparently under 18. guild wars gold If the state-run media is to be believed, China is experiencing an epidemic of Internet addiction among its youth. One official report estimates that almost 6 percent of teenage Internet users — an astounding 3.5 million teenagers — are online more than 40 hours a week. That's why the government is requiring gaming companies to install anti-addiction software on their games to stop teens from playing too long. ""What I want to say is we need this for our company,"" says Jackie Zhuge, spokesman for China's biggest online gaming company, Shanda Interactive Entertainment. wow profession leveling ""It's social responsibility we have to take."" Last quarter, Shanda Interactive Entertainment earned the equivalent of $60 million. Zhuge denies that such software is the act of a nanny state. ""This system is good for the sustainable development of industry,"" Zhuge says. ""Because these young players who are under 18 years old, they are not a major part of the game. wow leveln But they are the future of our game."" Xiao Wang could fit that description; he's an articulate, intelligent 15-year-old. He's focusing intently on his game, SuperDancer, competing with five friends in an online dance contest. His avatar sways and kicks to the music. wow eu Wang plays for five to six hours a day, a habit he blames on boredom, saying there's nothing else to do during the long, hot summer vacation. He says bluntly that the anti-addiction software isn't working. ""Basically, the anti-addiction system has no effect on me. Many games haven't yet installed the system, and even when games have installed the system, it isn't effective,"" Wang says. wow lvl service Two weeks after the new rules went into effect, the government admitted that 29 online games had so far failed to install the anti-addiction system.
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Go Get a (Virtual) Life
03 Apr 2008 
"Tired of this life. With a few clicks of the mouse, you can create an online, virtual ""you."" Guests and callers discuss why we find virtual lives so addictive, and scientists explain their efforts to use online communities to learn more about real-life human behavior. Also, a game developer from Second Life talks about what it's like to build a virtual world. Dmitri Williams, Annenberg School, Annenberg Program in Online Communities, University of Southern California Cory Ondrejka, co-founder and chief technology officer, Linden Lab, San Francisco, Ca. Sherry Turkle, director, MIT Initiative on Technology and Self Program in Science, Technology, and Society, Massachusetts Institute of Time was that the word ""avatar"" meant the earthly manifestation of a god. You might have also used it to describe an archetype. But in the earliest days of the Internet — back in the 1980s, when no one was looking — an avatar became one's digital self. If this is news to you, consider yourself extravagantly late to the costume party that is online role-playing. guild wars gold Let's get you up to speed. Introducing 27-year-old wife and mother Becky Glasure, who complains of never being taken seriously. Read more here: "Imagine this: You're playing your favorite Internet game and, suddenly, a warning flashes onto the screen. You've been playing for three hours, it says, so it's time to get some exercise. wow profession leveling If you ignore it, the total points you've won in the past three hours will be halved. After five hours of uninterrupted play, your points will be wiped out. That's the scenario in China, where anti-addiction software is supposed to protect gamers under the age of 18. wow leveln But it hasn't been an unqualified success. One weekday night, about 30 anxious parents sit on plastic chairs in a hall, listening intently to a speaker.
She's introducing a weeklong camp designed to wean their children off Internet games. ""If I restrict him, he only plays games for two or three hours a day. wow eu If I let him do what he wants, he'd play from the morning until night,"" says one mother, describing her struggle to control her 14-year-old son's game-playing time. China's one-child policy has indirectly led to this problem – spawning a generation of spoiled, but lonely, only children. The burden of parental expectation upon these children is often intense – as was once the case with another mother and her 18-year-old son. He now plays games for 10 hours a day. wow lvl service ""He always used to be the top student, or No. 2, in his school,"" she says. ""He even got a prize for being the top student in his school district. All the teachers had high hopes for him. Now he's dropped out. He has no future anymore."" " .

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Admin · 140 views · Leave a comment
World of Warcraft:' An Online Treasure Hunt
03 Apr 2008 
"World of Warcraft, a new multi-player online game, has participants including reviewer Robert Holt captivated. He says the highly stylized fantasy world may be the best role-playing game yet. The game's biggest flaw is that it's too popular -- and there are times when the servers are overloaded and the game is unresponsive. For Npr.org, Holt discusses the evolution of role-playing games, from Dungeons and Dragons to WoW. 'Warcraft' Latest in a Line of Role-Playing Games Role-playing games have their roots in fantasy novels like J. R. R. guild wars gold Tolkien's The Lord of the Rings. Dungeons and Dragons, a pen, paper and dice role-playing game invented over 30 years ago is the predecessor of video RPGs. In role-playing games, you create a character -- one that's not necessarily like you, but one that suits your style. wow profession leveling This character can be one of many different races, and it can be many different things -- a wizard or mage, a thief or rogue, or just a plain fighter. The goal of the game is to go on adventures with groups of friends, finding treasure and gaining experience that makes your character more powerful as he attains new levels. All the while acting like this character -- and not necessarily you -- would act. A large part of role-playing games involves calculations, and that takes the person out of the role. wow leveln When you say, ""I attack the gnoll"" -- you then need to roll a die, and then make calculations as to whether you actually hit the beast, and how hard. Computers were a natural fit to replace the tedious aspects of RPGs. The dice rolling and calculations still happen, but behind the scenes so that you're never taken out of the action. wow eu The first result of this marriage of computers, multiple-players and RPGs were text-only online games called MUDs.
or Multi-User-Dungeons. These MUDs dominated college mainframes in the late 80's and early nineties. wow lvl service Then came EverQuest -- which still had all of the dice rolling, but added a 3-D graphical interface that depicted the results of the calculations. You still could see text in the window that says, ""You hit the gnoll for 35 damage,"" but you can also see your sword slamming into its face, and hear him cry out in pain. EverQuest was highly successful in its time, and I tried to like it, but it was incredibly clunky, and boring. You spent the first 10 hours killing rats and snakes and other low-level creatures to gain experience. Read more here : .

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Welcome
27 Mar 2008 
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