Logging on in China's Internet Cafés
Total Page:16
File Type:pdf, Size:1020Kb
CRF-2005-03-text.qxd 9/8/05 3:14 PM Page 102 LOGGING ON IN CHINA’S INTERNET CAFÉS AN HRIC FIELD SURVEY1 China’s reputation as the second most ever, the dominant media focus on the exponential growth in “wired” country in the world conceals the online netizens neglects the reality of China’s digital divide and its implications for equitable distribution of access to tech- vast access gulf that exists between the nology,information and an expanding virtual public space. urban elite and less advantaged groups. More than 25 percent of China’s online population depends on Internet cafés as an online access point.6 Outside of large urban areas, among China’s most vulnerable With more than 100 million users online,2 China is now sec- groups—adults and children of migrants, rural populations ond only to the United States in the number of its people and ethnic minorities—low levels of home computer owner- accessing the Internet. Given current growth rates, this number ship mean that 80 percent of Internet users are able to access is expected to reach 300 million by 2008.3 The online popula- the Internet only through Internet cafés.7 Away from the more tion today is fueling Web sites, community forums, blogs, affluent coastal regions of Beijing, Shanghai,Tianjin and online games and more—in recent months, estimates for the Guangdong,8 Internet cafés become the only resource avail- number of bloggers have reached as high as five million,4 able for many users.9 The six most underdeveloped provinces while online gamers have been placed at 20 million.5 How- comprise less than one percent of China’s entire Internet pop- ulation;10 in contrast to the wealthy,urban elite who have easy access to Internet-enabled home, office and even school com- puters, the economically disadvantaged have to rely almost exclusively on Internet cafés for online communication, information, and expression. Internet café closures11 and the stiff, complex maze of regu- lations that govern these cafés,12 disproportionately impact population groups who are not among the wealthy,urban elite. For these groups, Internet cafés represent their most prac- tical, and perhaps only,point of access to the Internet.13 In an effort to better understand the situation regarding access to online information that these groups are experiencing, and the actual environment of China’s Internet cafés, both physical and virtual, Human Rights in China (HRIC) conducted a limited preliminary field survey of thirty-five Internet cafés in eight cities across the central southern and eastern regions of China between July and August of 2005. This field survey describes the availability and locations of cafés surveyed; software and hardware installed, including censorship and surveillance software and practices; and user demographics and ambiance inside the cafés.Although there was some disparity in technology,for the most part, the cafés encountered possessed excellent hardware and Internet con- nection speed regardless of socio-economic location. Unsur- A web café in Xi’an with an older clientele. The user on the first machine prisingly,online gaming and chatting comprised the most is playing a puzzle game, while the woman at the second terminal uses popular activities, but not all cafés were devoted to gaming or QQchat. The man in the rear is watching a movie. Photo: HRIC to the traditional younger male clientele.The survey found CRF-2005-03-text.qxd 9/8/05 3:14 PM Page 103 that, in general, the official rules and regulations that govern terminal sufficiently far into the café to afford a better view of Internet cafés were enforced haphazardly and unequally—with the actions of other patrons. If possible, a machine facing the the notable exception of an almost universal absence of minors door was chosen in order to allow additional observations of in the cafés. However, the official oversight lacking in physical patrons entering and leaving the café. For each café, the sur- 3,NO. 2005 form was present virtually,as monitoring software was veyor spent approximately one hour browsing the Internet, installed on all computers surveyed without exception. checking specifically for access to the HRIC Web site, a Web site with several simple Flash games, Google and GMail Web sites, Methodology and scope of survey and various politically-oriented Web sites.This was followed by Internet cafés selected to be included as part of the field survey an exploration of the machine’s hardware and software and a were located through the one or more of the following check of bandwidth before the results were uploaded to a methods: secured web location. 1. Using public transportation networks (primarily in Nan- Table 1: Overview of Internet cafés visited and surveyed. jing, Zhengzhou and Changsha); City, Province # of Cafés Visited # of Cafés Surveyed CHINA RIGHTS FORUM 2. Inquiring with local shopkeepers and vendors for locations; Beijing 1 0 3. Walking on city streets (primarily in the more compressed Qingdao, Shandong 20 0 103 city center areas such as Xi’an, Guiyang and Nanchang); Shanghai 1 0 and Nanjing, Jiangsu 5 3 4. Targeting high probability sites such as transportation Zhengzhou, Henan 3 3 hubs, commercial centers or tourist areas. Xi’an, Shaanxi 8 6 Most cities contained many more cafés than the number Chengdu, Sichuan 9 5 actually surveyed. Cafés in close proximity to each other or Kunming, Yunnan 4 4 those passed in the course of general transit around the city Guiyang, Guizhou 8 6 were generally not surveyed independently. Changsha, Hunan 6 4 Once a café was located, the surveyor would request a com- Nanchang, Jiangxi 5 4 puter, and unless directed to a specific machine, would select a Total 70 35 GLOBAL COMMUNICATION—THE VIRTUAL FRONTIER GLOBAL COMMUNICATION—THE CRF-2005-03-text.qxd 9/8/05 3:14 PM Page 104 Table 2: Overview of the most popular games encountered Although the Internet café experience of an obvious out- during the survey. sider is inevitably different from that of locals, it is still possible Origin to observe and draw valid conclusions.Technical considera- Name Category Developer Nationality tions do not change, but culturally,the reaction towards an Counterstrike First Person Shooter Sierra Entertainment U.S. outsider or foreigner is entirely different from that directed at Grand Theft Auto a Chinese citizen.With this in mind, it was critical to pay more Vice City First Person Shooter Rockstar Games Great Britain attention to the surroundings than the experience; for exam- Puzzle Games Puzzle Games Bianfeng* China ple, watching the front desk to see what was asked of people WOOOL MMORPG Shanda Entertainment China entering and leaving, noting the uses other clients were mak- The Legend ing of the computers, and observing the attention being paid of Mir II MMORPG Wemade Entertainment Korean towards them by café employees or official monitors. Everquest 2 MMORPG Sony Online U.S. Entertainment Availability and locations World of Warcraft MMORPG Blizzard Entertainment U.S. Most cities have Internet cafés widely available regardless of Age of Empires 2 Real Time Strategy Microsoft U.S. neighborhood.While the majority of cafés surveyed were Starcraft Real Time Strategy Blizzard Entertainment U.S. located in mid- to high-end commercial neighborhoods, Warcraft 3 numerous cafés could also be found in low-end commercial Frozen Throne Real Time Strategy Blizzard Entertainment U.S. and residential neighborhoods. Red Alert 2 Real Time Strategy Westwood Studios U.S. The “genre,” type and quality of cafés tended to differ NBA 2005 Sports Game Electronic Arts U.S. based on location; those in higher income neighborhoods pos- sessed more modern hardware and software, as well as gener- FIFA 2005 Sports Game Electronic Arts U.S. ally more comfortable surroundings than those located in less Need For Speed Underground 2 Racing Game Electronic Arts U.S. prosperous areas. Cafés found in low-end commercial and resi- dential zones tended to fall into two main categories.Although Crazy Taxi Racing Game Sega U.S. highly similar in appearance, their target audience/patronage Heroes of Might and Magic Turn Based Strategy Ubisoft U.S. was widely diverse. The first consisted of gaming cafés, frequented primarily by Diablo 2 Roleplaying Game Blizzard Entertainment U.S. younger adults, with computers optimized for games (e.g., * Acquired by Shanda Entertainment in July 2004. higher memory/CPU).The second consisted of cafés fre- A web café in Zhengzhou showing the common practice of multiple people sharing a single computer. Photo: HRIC CRF-2005-03-text.qxd 9/8/05 3:14 PM Page 105 quented primarily by older patrons.The computers available million in 2004,15 and analysts expect the market to grow to were often far inferior to those in the typical café used for web $1.3 billion by 2009.16 Shanda Entertainment, China’s leading surfing and online chatting.These computers were more likely online game operator, controls 60 percent of the domestic to have minimal gaming software installed, usually only the market and recorded revenues of $132 million in 2004, a 3,NO. 2005 first person shooter Counterstrike14 (a staple fixture in every growth of 116 percent from the previous year.17 That same café), as well as a collection of simple puzzle-type games. year, Shanda was rated the world’s highest valued online game operator,18 supplanting Taiwan gaming company NCSoft. Not to be overshadowed by the online entertainment Software world, China’s home-grown search engine giant Baidu.com Gaming generated a media frenzy with its August 2005 listing on the A primary use for Internet cafés, and the source of much of Nasdaq stock market.The most widely-used search engine in their clientele, is gaming—particularly online MMORPGs China,19 Baidu.com ended its first day on Nasdaq with a 354 (Massively Multi-player Online Role-playing Games).With percent increase from its $27 IPO price.20 Hailed as the next online gaming a staple activity in Internet cafés, China’s gam- Google, Baidu.com’s story is only the latest and most promi- CHINA RIGHTS FORUM ing industry has profited extraordinarily from the proliferation nent to emerge from China’s rapidly developing Internet land- of the Internet, and its success has come to the notice of many scape.