Home Community Insights Russia and India Partner for Digital Economy as China Appears to U-turn on Gaming Crackdown

Russia and India Partner for Digital Economy as China Appears to U-turn on Gaming Crackdown

Russia and India Partner for Digital Economy as China Appears to U-turn on Gaming Crackdown

Russia and India have announced a new partnership to create a “digital economy” that will foster innovation and collaboration in various sectors, such as e-commerce, cybersecurity, artificial intelligence, and blockchain.

The partnership was formalized during the 21st India-Russia Annual Summit, where Prime Minister Narendra Modi and President Vladimir Putin signed a joint statement on cooperation in the digital sphere.

The joint statement said that both countries recognize the importance of digital transformation for economic growth, social development, and national security. They also agreed to enhance bilateral dialogue and exchange of best practices on digital policies, regulations, standards, and technologies. The partnership will also facilitate joint projects and initiatives involving government agencies, private sector, academia, and civil society.

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One of the main objectives of the partnership is to create a common digital space that will enable seamless connectivity and data flow between the two countries. This will help to promote cross-border trade and investment, as well as foster innovation and entrepreneurship.

The partnership will also support the development of digital infrastructure and services, such as broadband networks, cloud computing, e-governance, e-health, e-education, and e-agriculture.

Another key aspect of the partnership is to enhance cooperation in cybersecurity and combat cyber threats. Both countries agreed to share information and best practices on cyber incidents, malware analysis, threat intelligence, and capacity building.

They also pledged to work together to prevent the misuse of information and communication technologies (ICTs) for terrorist or criminal purposes. The partnership will also support the development of a rules-based international order in cyberspace that respects the sovereignty, security, and human rights of all states.

The partnership will also explore the potential of emerging technologies such as artificial intelligence (AI), blockchain, big data, internet of things (IoT), and 5G. Both countries agreed to foster research and development, innovation, and collaboration in these fields. They also expressed their interest in developing common standards and norms for the ethical and responsible use of these technologies.

The partnership is expected to bring significant benefits for both countries in terms of economic growth, social development, and national security. It will also strengthen the strategic partnership between India and Russia that is based on mutual trust, respect, and friendship.

China appears to U-turn on gaming crackdown

In a surprising move, China’s state media has praised the positive effects of video games on young people, just months after imposing strict limits on gaming time for minors.

In September 2021, China introduced a new policy that banned children under 18 from playing online games for more than three hours a week, and only on Fridays, Saturdays and Sundays. The policy was aimed at curbing what the authorities called “gaming addiction” and “spiritual opium” among the youth.

Video games have a long and complex history in China, where they have been both embraced and rejected by the authorities and the public. In this article, we will explore how China’s attitude towards gaming has evolved over time, and what the recent state media praise of video games means for the future of the sector.

The rise and fall of gaming in China

China’s gaming industry began in the late 1980s and early 1990s, when arcade machines, home consoles and personal computers became popular among urban youth. However, in 2000, the government banned the import and sale of consoles, citing concerns over their negative impact on children’s physical and mental health. As a result, online games, especially massively multiplayer online role-playing games (MMORPGs), became the dominant form of gaming in China.

Online games flourished in China, attracting millions of players and generating billions of dollars in revenue. Some of the most successful titles included Fantasy Westward Journey, World of Warcraft and League of Legends. Online games also became a platform for social interaction, entertainment and cultural expression, as well as a source of controversy and criticism.

In the 2010s, China’s gaming market expanded further with the emergence of mobile games, which offered more convenience and accessibility to gamers. Mobile games also introduced new genres and modes of play, such as casual games, puzzle games and battle royale games. Some of the most popular mobile games in China included Honor of Kings, PUBG Mobile and Genshin Impact.

However, in a recent article published by the Xinhua News Agency, the official mouthpiece of the Chinese Communist Party, video games were described as an important form of cultural expression and a source of innovation and creativity. The article also cited several examples of how games can benefit education, health and social interaction.

The article’s tone was markedly different from the previous criticism and condemnation of the gaming industry by the state media and regulators. It also contrasted with the recent crackdown on other sectors such as tech, entertainment and education, which have faced increased scrutiny and regulation from Beijing.

Some analysts have speculated that the apparent U-turn on gaming may be a sign of a more nuanced and balanced approach to regulating the sector, as well as an acknowledgment of its economic and cultural value. China is the world’s largest gaming market, with more than 720 million players and $45.6 billion in revenue in 2020, according to research firm new zoo.

Others have suggested that the article may be a response to the backlash and discontent among gamers and parents, who have complained that the gaming restrictions are too harsh and unrealistic. Some have also pointed out that the article does not necessarily reflect a change in policy, but rather an attempt to soften the image of the authorities and appease the public.

Regardless of the motives behind the article, it seems that China’s stance on gaming is not as clear-cut and consistent as it may have seemed. Whether this will lead to any changes in the actual regulation and enforcement of the gaming sector remains to be seen.

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