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The Government vs The China Digital Gaming Market

Author: Andrew Thomas
by Andrew Thomas
Posted: Jun 20, 2019

The Chinese government has had a complicated relationship with the Chinese digital gaming industry. While the capital city has embraced the commercial benefits of games and supported activities such as e-sports, has constantly cracked down on games, accusing them of adversely affecting the health and mental capacity of those who play it. The Chinese government has been using health concerns and addiction as a reason for controlling Chinese internet companies and monitoring the behavior of Chinese citizens.

According to research by a leading market research company, the China digital gaming market is expected to expand at a compound annual growth rate (CAGR) of 15.4% during the 2018-2023 period and will reach a revenue of USD 83.79 Bn by 2023. The Chinese government has expressed concern over so-called internet and gaming addiction and some of China’s population seems to share this sentiment. In the year 200, the Chinese government banned the import of foreign consoles on the grounds of adverse effects on China’s minor. In 2008, China was the first country to declare addiction to digital games as a clinical disorder. Stories regarding the dangers of gaming addiction became a staple of Chinese newspapers. More than 300 internet addiction treatment centers were set up in 2010 and several Chinese youths were sent to these centers by concerned parents.

Recently, Tencent’s Honor of the Kings was targeted by Chinese media as an addictive game that hampers child development. The Communist Party Of China accused Tencent of spreading negative energy and poison through its game, which has 200 million Chinese users. The game was accused of distorting history and cited loopholes in its age verification system that allow for children unlimited play time. These attacks were motivated by the government’s attempts to gain greater control over Tencent, which runs other important communications services.

Social and political control:

The Chinese government’s crackdown on gaming addiction has a broader mission of social control. China requires Chinese gamers to register using national identification cards so that the government can hold them responsible for their online behavior. China is the process of developing a Chinese social credit system- a planned system that will rate every citizen based on their behavior, assigning perks for responsible behavior and punishing citizens engaged in questionable activities. Tracking in-game activity can be used by the government to punish and reward individual players for their gaming habits and behaviors.

The Chinese government’s attacks against Tencent is a part of the larger plan to exert greater control over internet firms. As Tencent, among other companies manage online content for millions of Chinese consumers, the governmental control over the operations and direct access to their information are valuable assets for social and political control. In 2017, the cyberspace administration of China levied fines against Tencent and another Chinese search engine company named Weibo, on account of not stopping the transmission of censored content. The penalties are part of several actions undertaken to take control over the online media, including requirements of online news provides and the closure of several video platforms, live news broadcasts and web blogs.

Request a sample copy at@ https://www.researchonglobalmarkets.com/china-digital-gaming-market-2018-2023.html

About the Author

The author’s interests lie in business administration, market research and blogging about current industry trends. He is currently researching on the Syndicated Market Research Reports.

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Author: Andrew Thomas

Andrew Thomas

Member since: Jun 04, 2019
Published articles: 2

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