Measuring Decentralization of Chinese Keyword Censorship via Mobile Games

Measuring Decentralization of Chinese Keyword Censorship via Mobile Games
复制标题

通过手机游戏衡量中国关键词审查的去中心化

DOI:
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发表时间:
2017
期刊:
FOCI @ USENIX Security Symposium
影响因子:
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通讯作者:
Masashi Crete
Masashi Crete
中科院分区:
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文献类型:
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作者:
Jeffrey Knockel;Lotus Ruan;Masashi Crete

文献摘要

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中国拥有世界上最大的手机游戏市场。与在中国运营的其他科技和互联网公司一样,游戏行业必须遵循严格的内容控制政策,包括向监管机构提交列入黑名单的关键字名单。在这篇文章中,我们通过分析从中国应用商店收集的200多款游戏的180,000多个唯一黑名单关键词,初步了解了游戏行业的内容监管是如何在实践中实施的。中国的互联网审查制度通常被描述为一种统一执行、自上而下的制度。然而,我们发现内容控制责任被推到了公司身上,导致了不同的实现。我们发现,在我们测试的假设中,唯一一致的关键字列表相似性预测因子是游戏的发行商和开发商是否相同,这表明没有中央、州或省级当局控制关键字列表的生成,公司在实施控制方面有一定程度的灵活性。这些结果表明了一种分散和支离破碎的控制制度。
China has the world’s largest mobile gaming market. Like other technology and Internet companies operating in the country, the gaming industry must follow strict content control policies including submitting lists of blacklisted keywords to regulators. In this paper we provide a first look at how content regulations over the gaming industry are implemented in practice by analyzing over 180,000 unique blacklisted keywords collected across over 200 games from app stores in China. Internet censorship in China is often presented as a uniformly enforced, top-down system. However, we find content control responsibilities are pushed down to companies resulting in varied implementations. We find that, among the hypotheses we tested, the only consistent predictor of keyword list similarity is whether games have the same publisher and developer, which suggests there is no central state or provincial authority controlling the generation of keyword lists and companies have a degree of flexibility in implementing controls. These results suggest a decentralized and fractured regime of control.