On january 2,2020, the people's daily published an article entitled \"standard management, effective science and technology to support the growth of the game industry, creative development,\" to interview gamma data related personnel. \"The health of the content is always the most critical issue for industrial development,\" the article said. Experts believe that China's game industry should pay more attention to health norms and guidance, adhere to the correct value orientation, resist and eliminate undesirable content, increase supervision, management and social linkage, jointly create a healthy and orderly development environment, and accelerate the development of high quality in the game industry.
On January 3,2020, Gamma data released the 2019 China Game Industry - Corporate Social Responsibility Survey Report. According to the data:2019 social responsibility index reached, up from 2018, the increase of%. All enterprises have made progress in youth protection, participation in public welfare and communication culture.
Despite the overall improvement, the monitoring of gamma data also shows significant room for improvement in adolescent protection and consumer complaints. Monitoring 54 major products from 28 major companies on the market, gamma data found that individual products still did not strictly implement the National Notice on Preventing Minors from Indulging in Online Games, such as the user's random input of the wrong identity information can also be successfully verified.
Under the influence of domestic and foreign markets and policies, companies in China's gaming industry are more active in their attitude towards social responsibility and their ability to fulfil it, according to the 2019 China Game Industry-Corporate Social Responsibility Survey, released by GHB. According to the monitoring of the performance of corporate social responsibility in China's game industry by gamma data, the index of corporate social responsibility in China's game industry is obtained. In 2019, the corporate social responsibility index rose from last year, with all enterprises making progress in youth protection, participation in public welfare and dissemination of culture.
The 2019 China Game Industry - Corporate Social Responsibility Survey report from Gamma data shows that in 2019, the awareness and ability of companies to fulfill social responsibility in China's game industry has increased. All enterprises actively promote their own development in the fields of economy, employment, culture and entertainment, and give back to the society by improving the system of youth protection, participating in public welfare, and spreading traditional culture through product linkage.
However, judging from the distribution of the negative news types related to online games reported by the key media in 2019, the enterprises in the Chinese game industry still have the problems of minors indulging in games, the business situation, the infringement disputes, the gambling fraud and so on, in addition to the protection of the rights and interests of users, the practice of corporate social responsibility still has a lot of room for improvement.
Among them, the key media refers to the People's Daily, Xinhua News Agency, China Youth Daily, Guangming Daily, Economic Daily and CCTV and other authoritative media. The rest of the financial and industrial media are not considered.
Data sources: the distribution of online game related negative news types reported by key media in 2019 is classified by the relevant news screening of key media search.
In November 2019, the State Press and publication Administration issued the notice on preventing minors from indulging in online games, which defined the principles and norms to be followed in the six aspects of real name, use time and payment. Gamma data on a total of 54 products in products in 28 enterprises with focus on monitoring in 2019
Whether has the real name authentication link, has the authentication link but may the visitor to log in, whether must carry on the authentication (cannot log in as the tourist identity), the wrong ID number authentication, whether the minor limits the recharge timely long
The results show that% of the game products are strictly observed in every link, and it can be seen that domestic enterprises are actively promoting the construction of juvenile protection system in the last two years.
Judging from the situation of gamma data monitoring,17 enterprises, such as Tencent and Perfect World, are more standardized and comprehensive in the construction of the protection system for minors, and can meet the requirements of the Circular.
And the products of individual enterprises, there are still random input error ID card can also be verified by the situation of login game, the protection of minors online is limited.
Note: The data are derived from the gamma data statistics on the 2019 focus on monitoring the product participation of enterprises in cultural communication related content. This shows that all enterprises in the Chinese game industry are constantly introducing high-quality game products to meet the entertainment needs of users, but also take the high-quality products as the carrier to carry forward the traditional Chinese culture. Tencent, NetEase, the perfect world and other large factories play an exemplary role,\" Honor of Kings \"\"Dream West Tour \"mobile game,\" Big Talk Journey to the West\" mobile game,\" the death of the immortal mobile game \"the end of the game,\" the perfect world\" mobile game,\" Yunmeng 04:00 song \"mobile game and other products have been linked with the traditional culture, including the linked content of opera culture, handicraft, regional culture, such as skin launch, add new roles, scene implantation. Multi-content and multi-form linkage, while further explore the value of game culture, but also let the game products to assume the responsibility of communication culture.
In 2019, more enterprises actively carry out public welfare activities to increase social benefits and establish a good brand image. From the 2019 focus on monitoring the distribution of public welfare types of enterprises, enterprises carry out various forms of public welfare, such as humanistic care, scientific popularization, animal and plant protection, involving children, women, lonely elderly people and so on. Various types of public welfare activities, from many angles to promote the development of society. At the same time, enterprises also integrate public welfare activities into the game products, both expand their own products positive value, but also imperceptibly convey the concept of public welfare to more users.
The field of layout education is the embodiment of enterprises shouldering more social responsibilities. With the rapid development of China's game industry, the demand for technical talents in the game industry is increasing, Tencent games, NetEase games, perfect world through the establishment of special educational institutions to train professionals in the game; Panax notoginseng mutual entertainment through cooperation with colleges and universities to tap and train innovative talents. Enterprises based on the practice of education, enhance the professional level of employees and employment capacity, but also promote the healthy development of the game industry. Besides the talent education in the field of play, the happy element pays attention to the children's education, which is also beneficial to the social development, and is the expression of the enterprise's active social responsibility.
Compliance with laws and regulations is an important embodiment for enterprises to fulfill their social responsibilities. On the one hand, according to gamma data statistics in 2019 to focus on monitoring the number of corporate legal litigation cases, including trademark rights, copyright rights and other infringement disputes account for more than 40%, corporate copyright protection and other legal awareness needs to be further improved. On the other hand, the 2019 focus on monitoring the poor performance of enterprises in the securities market, in which a game enterprise was punished more than 10 times by the CSRC and the Public Security Bureau in 2019, seriously disrupting the order of the securities market.
The number of online game complaints from game users has grown year after year, with more than 30,000 in the first three quarters of 2019 alone, according to the China Consumer Association. On the one hand, through the increase of the number of complaints, we can see that the awareness of protecting rights of game users has been greatly improved; on the other hand, enterprises should strengthen the awareness of protecting the rights and interests of users, attach importance to the complaints of users and solve them in time.
In order to better evaluate the status of corporate social responsibility in the Chinese game industry, the gamma data established the evaluation model of corporate social responsibility, and evaluated it from four aspects: corporate negative, illegal, social contribution and social recognition.
Among them, the key media refers to the People's Daily, Xinhua News Agency, China Youth Daily, Guangming Daily, Economic Daily and CCTV and other authoritative media. The rest of the financial and industrial media are not considered. Research shows: tencent games, netease, perfect world, century huatong, douyi network, middle-hand tour, tour network, create dream heaven and earth, golden hill software, music element and other enterprises, in the performance of social responsibility, do more outstanding.
In recent years, Tencent's game business has developed rapidly, and enterprises have paid more and more attention to the unity of economic and social benefits. Tencent began to launch the \"growth guard platform\" in 2017, gradually established a network game to cover the \"before, during, after\" the protection of minors health online protection system, and through continuous upgrading to strengthen the management of minors online. At the same time, Tencent is also promoting the development of corporate social benefits through public welfare activities, personnel education, R