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谁在玩网络游戏:用户画像及未成年人监管

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网络游戏是新世纪发展起来的数字文化产业业态,其用户规模、用户群像、细分用户画像等发生多次变化.我国网络游戏产业发展分为起步、高速、高质量等 3 个阶段,用户的互联网普及率、网络设备使用率、网络游戏使用率决定了网络游戏产业规模和产业业态.年龄、学历、职业、收入是网络游戏用户画像的核心要素.2000 年以来用户变化的总体趋势是:青年用户下降、老年用户上升,高学历、高收入用户下降,低学历、低收入用户上升.当前,弱势群体是网络游戏的主要用户,其中未成年用户占比较高,但不是消费主力;低学历、低收入用户占比高,但消费能力不强;自由职业者、农村劳动者及外出务工者等用户数量及消费占比高.从未来趋势来看,因出生率下降、社会老龄化加剧等原因,未成年用户规模及占比将会下降,老年用户将大幅增加;海外用户、女性用户、新型智能设备用户将会持续增长.未成年人是网络游戏用户的特殊群体,需要针对其用户习惯构建监管机制:网络设备拥有率和使用率高、设备差异大,亟待构建多元化监管体系;网络游戏使用率高、用户规模大,亟待建立疏导与监管协同机制;居家上网率高、节假日上网时间长,亟待强化家庭监管责任制;用户付费率低、退费率高,亟需优化游戏企业源头监管机制.同时,各方力量应合力推动网络游戏设计从低层次的快感转向追求高层次的美感,引导用户在网游中获得高层级的精神文化体验.
Who is Playing Online Games:User Persona and Supervision of Minors
Online games are a digital cultural industry format that has developed in the new century.The development of the online gaming industry can be divided into three stages:start-up,high-speed,and high-quality.The Internet penetration rate of users,the utilization rate of network equipment,and the utilization rate of online games determine the scale and format of the online game industry.Age,education,occupation,and income are the core elements of the user persona of online games.Since 2000 overall trend of user changes:the number of young users has decreased,the number of elderly users has increased,the number of highly educated and high-income users has decreased,and the number of low educated and low-income users has increased.In the present,vulnerable groups are the main users of online games,among which minor users account for a relatively high proportion but are not the main consumers;Low educated and low-income users account for a high proportion but have weak consumption ability;Freelancers,rural laborers,and migrant workers have a high proportion of users and consumption.From the future trends,the scale and proportion of minor users will decrease,while overseas users,elderly users,female users,and users of new smart devices will continue to grow.Minors are a special group of online game users,and it is necessary to establish a regulatory mechanism based on their user habits:building a diversified regulatory system;establish a collaborative mechanism for guidance and supervision;strengthen the responsibility system for family supervision;optimize the source supervision mechanism for gaming enterprises.We should promote the shift of online game design from low-level pleasure to pursuing high-level aesthetics,guide users to obtain high-level spiritual and cultural experiences in online games.

online gamesuser personaminor usersregulation mechanismfuture trends of users

胡鹏林

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深圳大学文化产业研究院,广东 深圳 518060

网络游戏 用户画像 未成年用户 监管机制 未来用户趋势

2025

深圳大学学报(人文社会科学版)
深圳大学

深圳大学学报(人文社会科学版)

北大核心
影响因子:0.532
ISSN:1000-260X
年,卷(期):2025.42(1)