What is the fatigue system

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Experts answer: 8 ministries jointly issued a notice: April 15 to June 15, the online game companies need to develop original online game fatigue system, June 15 to July 15 for the system test time, July 16 officially put into use. The core of the system are: minors, such as the cumulative Play time over 5 hours, earnings will drop to zero, and the rest forced off the assembly line. According to reports, the system will operate for all online games in China. Order to effectively address underage people addicted Network Game Issues Press and Publication Administration announced Jin Ri the online game "fatigue system development standards (Trial)", within the standard Content as follows: First, determine the standard of a healthy game time, the definition of users of the game within 3 hours total time for the "healthy" game time. 2, the definition of total users in the game after 3 hours, then continue for 2 hours game time to "fatigue" game time. 3, the definition of total game time super-user Than five hours of "unhealthy" game time to. Second, to promote the game the user develop a healthy habit 1, to promote the game the user to develop healthy habits, so that users can enjoy the game fun and healthy, active mind, brain puzzle, we must limit the time in the game and guide. The most users pay attention to the game Income, which is leading to prolonged indulgence in the game because users. If users can not continue to gain, it will not continue online. Therefore, after a more than healthy longer continuous line is the less income until zero. 2, moderate use for the protection of users and have sufficient rest time interval of the game Time and benefits of restrictions and guidance approach: (1) According to the above considerations, different total online game revenue processing time are as follows: total online time of 3 hours, the game proceeds as normal; 3-5 hours, reduced benefits 50% of normal; 5 hours or more, earnings dropped to 0. (2 ) As different games have different areas, for the current role-playing online games, especially games will now as a pilot, defined as "the game returns, the game experience gained access to the virtual value + articles". Income is 50%, it means half of experience awarded, half of the virtual objects. Income Interest is 0, it means the value can not gain experience, lack of access to virtual items. 3, due to the behavior of users on the Linear complex, following a number of situations, so limited and prompt implementation as follows: (1) users online, its total computing time will be continued online, known as "cumulative Online time. " (2) user offline, its not online time will be calculated cumulatively referred to as "accumulated time off the assembly line." (3) total online time of users within 3 hours, the game proceeds normally. Total online time per full 1 hour, should be reminded once again: "Your full 1 hour total online time." To the total online time Between the full 3 hours should be reminded: "You total online time for full 3 hours, please break off the assembly line, make the appropriate physical activity." (4) If the total online time more than three hours into the first 4-5 hours, at the beginning warning time of entry should be made: "You have entered the fatigue play time, your earnings will drop game 50% for the normal, you break off the assembly line as soon as possible, do what is appropriate physical activity. "Since then, should be a warning every 30 minutes. (5) If the total online time more than five hours into the first 6 hours, at the beginning of the time of entry should be made alert:" You have entered unhealthy game time, please immediately break off the assembly line. As Not offline, your health will suffer, your income has been reduced to zero. "Since then, should be a warning every 15 minutes. (6) If the user's total time of downline full 5 hours rest, then the total online time for clear, such as the lines were back to a total online time.
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