How Will a Youth Curfew Impact China’s Video Game Industry?

Abstract

Extended restrictions around when young people can play online video games were recently introduced in China, barring minors from gaming during weekdays and limiting their time on weekends and holidays. Online gaming is a multibillion-dollar industry in China, and some industry analysts project that the new restrictions will lower the market value of gaming companies and will stigmatize the industry in general. This case asks students to discuss the situation and to suggest how the gaming industry can adapt to the restrictions.

This case was prepared for inclusion in SAGE Business Cases primarily as a basis for classroom discussion or self-study, and is not meant to illustrate either effective or ineffective management styles. Nothing herein shall be deemed to be an endorsement of any kind. This case is for scholarly, educational, or personal use only within your university, and cannot be forwarded outside the university or used for other commercial purposes.

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