In recent years, with the rapid development of online games in China, the number of social problems related to online games has also increased. According to statistics from the China Internet Network Information Center, by the end of 2012, the number of online game users in China had already reached 336 million, including 150 million Internet users under the age of 18. Research by Buchman and Funk shows that most popular video games have violent elements, and violent video games have become the preference of most players. Violent video games account for 50% of the video games preferred by teenagers. Data shows that about 95% of online games currently sold in the Chinese market are mainly based on stimulation, violence and fighting, and the more “exciting” the game is, the more people participate, leading to a series of social problems, such as student truancy, school violence, and juvenile delinquency.

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Construction of Violence in Online Games and the Violence Index

  • Yonglin Huang

摘要

In recent years, with the rapid development of online games in China, the number of social problems related to online games has also increased. According to statistics from the China Internet Network Information Center, by the end of 2012, the number of online game users in China had already reached 336 million, including 150 million Internet users under the age of 18. Research by Buchman and Funk shows that most popular video games have violent elements, and violent video games have become the preference of most players. Violent video games account for 50% of the video games preferred by teenagers. Data shows that about 95% of online games currently sold in the Chinese market are mainly based on stimulation, violence and fighting, and the more “exciting” the game is, the more people participate, leading to a series of social problems, such as student truancy, school violence, and juvenile delinquency.