top | item 39176978

(no title)

rschneid | 2 years ago

>effectively banned

In my opinion, these governments haven't implemented 'effective' bans (though maybe chilling, as you say) but primarily created awkward new grey markets for the personal data that these policies rely on for theatrics. Remember when China 'banned' youth IDs from playing online games past 10PM? I think a bunch of grandparents became gamers around the same time...

https://www.nature.com/articles/s41562-023-01669-8

discuss

order

rft|2 years ago

Another example is some Korean games requiring essentially a Korean ID to play. A few years ago there was a game my guild was hyped about and we played the Korean version a bit. You more or less bought the identity of some Korean guy via a service that was explicitly setup for this. Worked surprisingly well and was pretty streamlined.

seanw444|2 years ago

Which is exactly what happens for markets that are desirable enough. We compare bans of things not enough people care about, to bans of things that people are willing to do crazy things for. They don't yield the same results.

monkeynotes|2 years ago

No policy is 100% effective. Kids still get into alcohol, but the policy is sound.

angra_mainyu|2 years ago

At least from personal experience, when there was a period where my ISP in the UK started requiring ID verification for porn, I literally ceased to watch it.

Making something difficult to do actually works to _curb_ behavior.