Chinese Gaming Regulations: Curbing Youth Addiction During Winter Holidays

01/11/2025

During the upcoming winter school holiday, Chinese authorities have implemented stringent measures to limit the amount of time minors can spend playing video games. The new rules restrict children under 18 to approximately 15 hours of gaming over the entire holiday period. Major gaming companies like Tencent and NetEase have confirmed their compliance with these regulations, which are designed to prevent excessive gaming addiction among young people. This move reflects a broader effort by the Chinese government to balance promoting cultural content through gaming while mitigating potential negative impacts on youth development.

Details of the New Gaming Time Restrictions

In the crisp and vibrant days of early winter, as students across China prepare for their month-long winter break, they will face strict limitations on their gaming activities. From mid-January to mid-February, young players aged under 18 will be restricted to a total of about 15 hours of gaming time. Specifically, Tencent, the world's largest video game company by revenue, has announced that its underage users can play for up to 15 hours between January 13 and February 13. Similarly, NetEase has set a cap of no more than 16 hours between January 15 and February 14.

The Chinese government introduced daily limits for young gamers in August 2021, allowing only one hour of gameplay per day on weekends and statutory holidays. This regulation was enacted due to concerns about excessive gaming leading to addiction. However, other forms of online entertainment, such as short videos, remain unrestricted. Despite these tight controls, the government has shown support for certain games that promote Chinese culture, such as Black Myth Wukong.

Tencent and NetEase have been proactive in enforcing these regulations. Both companies use facial recognition technology to verify player identities and prevent minors from bypassing the time limits by using adult accounts. Tencent has even developed a "risky account database" to identify potentially borrowed accounts, triggering additional verification checks. These measures underscore the seriousness with which both companies approach regulatory compliance.

Despite these efforts, challenges persist. A report released in December by the China Audio-Video and Digital Publishing Association revealed that nearly 200 million internet users under 18 still managed to exceed the playing time limits in 2024. This highlights the ongoing struggle to fully enforce these restrictions and protect young gamers from potential harm.

From a journalist's perspective, this regulation represents a significant step toward addressing the issue of gaming addiction among youth. While it may seem restrictive, it reflects a balanced approach to safeguarding the well-being of young people while also acknowledging the cultural and economic importance of the gaming industry. The challenge now lies in ensuring effective enforcement and finding ways to engage young people in healthier forms of entertainment.