.Switzerla●nd, sk

would only a○llow players old○er than a cert○ain age to◆ join in. "We will a?/p>

餾k the game ■operators to im■prove the rules of ◆their game, ad〓just product struc○ture and crack down○ on vulgar styl〓e. We need to rai◆se the cul○tural content in on●line games," s■aid Tuo Zu■hai, deputy direc〓tor of the market●ing department at th●e ministry. "En■hancing the● conten

t of onl◆ine games ◆is the current foc○al point of our wo〓rk," he said at

ed t〓he game at 6-6 in


i〓na's Seventh Interna○tional Dig◆ital Content Expo●. Some netizens, h●owever, have 〓questioned the feas●ibility of t◆he ministry's plan ◆and the likelihood● of it accomplishi〓ng its goals. ○"I wonder if it's〓 possible," a neti●zen named F〓lowerci posted on t●he game section ●of Tianya.○cn, a popu〓lar online f■orum. "The ●film classificati○on system has not ●even been succes■sfully

impleme○nted in China■, and the Internet ●is even mor○e complicat○ed than film■," Flowerci s●aid. China'〓s Internet■ industry has dev〓elo

ped rapidly in t●he last decad○e. Accord

○the sixth af●te


ing to ■research from◆ the Ministry of I○ndustry and I○nformation Technol●ogy, the numb○er of China's netize〓ns has surpassed ◆300 million. ■More than h●alf of the●m are young○er than 25 yea◆rs old. Those yo〓unger netizens a○re the targete●d

group of o◆nline games, whi●ch explains○ why sociol


o■gists and othe◆r professiona●ls are insi●sting on a classi○fication system ■to limit the ●youths' access to bl●oody, violent a〓nd obscene conten■t, just as the f●ilm classifica◆tion system attemp◆ts to do. "In th■e period of immat〓urity, you

t●hs are particu◆larly curio◆us about s●ex," Tao H

r a splendi◆d


ongkai■, a guest ◆professor of Huaz〓hong Normal Univer●sity, said on a To●pics of Foc●us program on State 〓broadcaster CCT●V on Nov 6. ●"Even if ther〓e are no graphic● rape pictures○ and scenes in the◆ game, the design of◆ the woman charac◆ters with scanty ◆clothes als〓o stimulates the ●youths," he● said. He has he○ard of cases◆ where onlin◆e players l〓ater meet in re○al life an〓d their online relat○ionship affects how〓 they expect the ●other person to○ behave, potentia〓lly leading to probl■ems. While exp〓erts say keeping you●ng people ●away from ce○rtain sites is〓 a positive move, n●etizens wonder how t〓he system w○ould actually keep t●hem from a◆cce

ssing the sites〓. "How can t◆he Internet cl●assificati●on

double by th?/h2>

sers may s

be pos




sible witho○ut a working r○eal-name system? Wh◆o knows my age on t〓he Internet? I● may even use my● parents' ID to pa●ss the check 〓during the◆ registrat◆ion," another ne●tizen name○d Talenteer question◆ed. The num○ber of online playe■rs in China has r■eached 217 million ◆and the sales revenu◆e has reached 20.●8 billion

yuan ($3 b◆illion) in 2008, ●making China t■he world

's second ●largest on◆line games○ market

r to f Ipsum

after the ●United Stat■es. Unlike their pla●yers, however,■ at least one op◆erator of an onl●ine game is wel◆coming the go●vernment i◆nitiative. "This 〓is a very welcome sy○stem," said Seren○a Shao, a ga■me planner at● Our Game Co., L〓td. "It eve■n helps us to satis〓fy our customers○. For example, we〓 will be able t◆o add diff

d◆ing Gallery


games, ●that

erent el○ements depen●ding on the a●ge of our players," 〓Shao said. "S●ome elements○ may

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