Why the WHO encourages growling

It takes a lot more than just a computer when the employees of Cipsoft work in the home office. On their desks are different smartphone models, from home they can access the powerful servers that are otherwise in the company. "For our technicians this was a great effort," says Co-Managing Director Stephan Vogler. But the company took it on to keep the game running.

Cipsoft in Bavarian Regensburg develops online games, mainly for smartphones. And Vogler sees his business as a social task right now: "Online games can help people not feel alone in times of social distance and constraints on the start." In virtual spaces they can meet, for example, exchange chat functions. Vogler is convinced that we can make a positive contribution.
This is also what the World Health Organisation (WHO) sees, and is now looking for an unusual shoulder to shoulder. Together with the world's largest video game developers and marketers, the UN authority launched a campaign last week. Under the hashtag ; PlayApartTogether, users should also call others to cheat together. Because those who meet in online games do not go out and thus help to curb the spread of the Coronavirus, is the idea. "We hope that this campaign will encourage even more people to stay safe and healthy," said Ray Chambers, US Commissioner for the WHO.

People use the controller much more frequently

Total 18 companies participate, including the app store of online traders Amazon and market leader Activision Blizzard. But also video platforms such as YouTube and Twitch, which broadcast games live, are included. The companies now want to start a series of suitable online events and new functions without giving details. So are there bonus points in the future when a player washes his hands? There are also rewards for good behavior in the games, they say.

In addition to the role of health ambassador, the groups should also be concerned with business. Already now, many people use the controller or a game app much more frequently. This is shown by figures from the USA. For example, Verizon reports that the traffic in online games in mid-March has taken a sudden leap by 75 percent. "Because many leisure activities have fallen away, the increase in online gaming is not surprising," says Kyle Malady of Verizon.

Shares of the big game developers in Plus

At any rate, investors see a winner of the crisis in the major development studios. While the US stock index Dow Jones has been falling by more than 25 percent since February, Gamesfirmshares are in the plus. The papers of Activision Blizzard, a market leader whose subsidiaries have developed well-known games such as Call of Duty or World of Warcraft, have temporarily increased almost fifteen percent since the outbreak of the Coronavirus in the United States. Zynga, whose games like "Farmville" are popular in social networks, has now won a good 18-percent.

Stephan Vogler feels the same way: "We are seeing a marked increase in the number of users." The Cipsoft CEO is not without concern. That's how he's afraid things might get out of hand. Especially if his employees were to stay in the home office for months. "Game development needs a lot of communication," says Vogler. If something goes wrong, it could take longer to solve it.

Cancellation of events meets German industry

After all, barely 30.000 employees are hanging on to video games in this country. Most of them work in development. "The economic consequences of the Corona crisis are still visible for the German gaming industry," says Felix Falk, Managing Director of the Gaming Industry Association. Nevertheless, almost two thirds of companies believe that their economic situation will also deteriorate at least in the short term. This is shown by a survey of the association from last week.

Besides the developers, game marketers and organisers are also part of the industry. And they suffer from canceled trade fairs and events. The game developer conference in San Francisco was recently moved. Falk believes that this could also affect planned publication dates. "The Corona crisis threatens the games that currently exist only as an idea." By cancelling events, meetings with potential partners would be missing. "Without these meetings, it will be particularly difficult for small and medium-sized game developers to finance their next project."

Scientists warn of dependence

The success of the developers today depends mainly on the joy of the over-50-year-olds. Because they are now almost a third of all regular gamblers. This is probably due to a further development in recent years: smartphones have become the most popular game platform. However, some scientists fear that, at a time when schools are closed, children and young people in particular could be driven into the game. "This is a problem that is now getting worse again," said the criminologist Christian Pfeiffer to the "New Osnabruck Newspaper" this week. The proportion of intensive players is expected to grow considerably, the former Lower Saxony Minister of Justice assumes. Especially boys could remain stuck in this situation even after the Corona crisis.
In Germany, around three million young people play regularly. According to the figures of the DAK health insurance fund, almost every sixth of them is considered a so-called risk gambler who displays pathological gambling behaviour. The consequence: those affected would be more often absent from school, have more emotional problems and spend significantly more money. Two years ago, the WHO also recognised this. At that time, the organisation officially included online gambling in the International Classification of Diseases.
"A healthy mix is crucial in these times," says Stephan Vogler. Nevertheless, the developer is convinced that his games against the association help in times of the Corona crisis. He already notices with his single colleagues that they are having a harder time with the home office. After all, the smartphones for playing games are already on their desks.
(徳囯ASK电容器)