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