Author: Gao Jing
Publisher:
Publish Date: 2004-10-01
Features: Most people understand online games as installing a client program and then connecting to the servers provided by the manufacturer to play. According to the official definition, online games are game projects that utilize the TCP/IP protocol, rely on the internet, and allow multiple players to participate simultaneously. The popularity of online games has indeed brought us economic benefits, but it has also brought new social issues. Currently, more than 90% of online game players are teenagers aged between 16 and 30. Some of them are excessively immersed in the virtual spaces created by online games, neglecting their studies and work. Especially for younger players who lack self-control, prolonged indulgence in online games can negatively impact their physical and mental health. Relying solely on banning online games is not a solution to this problem; rather, it requires guidance and support from all sectors of society. This series of books does not intend to praise online games but aims to guide readers on how to play them correctly. Because everything in the world is a double-edged sword—it has both good and bad sides—and there is a limit to everything. Once that limit is exceeded, good things can turn into bad ones. When playing online games, it is also important to set limits. If one becomes overly obsessed with them, it may not be a good thing.
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Note: The line breaks ("") are kept as they are in the original text.
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