Children and young people in particular are drawn to screens, with never-ending online games that involve meeting friends virtually often posing the risk of excessive consumption.

Asia is considered a pioneer in online gaming and Esports.

But now the world’s largest games market is pulling the emergency brake: Since September, young people in China have only been allowed to play online for three hours a week. What’s behind it? Does that really make sense? And could and should this tough protection of minors also be a model for the German-speaking gaming sector? How can moderate media consumption and virtual sports on the screen be reconciled?

To this end, I participated in a session at the B3 Biennale of the Moving Image in Frankfurt and shared my experience of the Chinese market and of serving clients from this sector and those wishing to enter the market.

I would be very happy about feedback.


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