Governments worry about the hazardous reality-blurring effects of online gaming
In the Matrix movie trilogy, film directors the Wachowski brothers envision a future nearly 200 years from now when the human race is enslaved in a computer-generated reality, with little knowledge of the real world.
It could be argued this sci-fi vision is not far from present reality. Online gamers on the mainland spend as much as eight hours a day, if not more, immersed in the fantasy worlds of flying fists and duelling swords.
What has developed is a sort of voluntary, opt-in Matrix - thousands of gamers networked together in an alternative world - and this is having a tremendous implications for government, economic and cultural institutions in the offline world, which have been slow to bridge the two realities.
In January, one Tianjin 13-year-old's perception of reality became so distorted that he committed suicide, believing he would wind up in cyberspace among his online friends. The death prompted much hand-wringing about the social impact of online games, and whether real-world institutions were equipped to deal with them.
Last week, the central government introduced guidelines aimed at reducing the amount of time players spend online. The new system reduces the in-game incentives of long sessions by decreasing the number of 'experience points' available after three hours and eradicating them after five.