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    Home»Tech News»A Dad in China Is Suing Tencent and miHoYo for $1.50, and That Is Exactly the Point
    Tech News

    A Dad in China Is Suing Tencent and miHoYo for $1.50, and That Is Exactly the Point

    Ethan CaldwellBy Ethan CaldwellAugust 10, 20267 Mins Read
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    A young player holding a game controller in a dimly lit room lit by a screen
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    Lawsuits against game companies usually come with a number designed to hurt. This one comes with a number designed to embarrass. A father in Henan province is suing four of China’s largest studios for 10 yuan, about $1.50, and he has been perfectly clear that he does not want the money.

    Quick answer: A man identified by the surname Qin has filed suit in Tanghe County against Tencent, NetEase, miHoYo and 37 Interactive Entertainment, seeking 10 yuan in damages. Court filings state his son accumulated 1,868 hours of play since March 2024 on an account registered with an adult sister’s identification, bypassing China’s strict limits on minors. Qin is asking the court to force stricter enforcement of anti addiction systems, including facial recognition checks, and to hold the trial publicly.

    What the Filing Describes

    The account data cited in the lawsuit covers roughly two and a half years and works out to about 2.44 hours a day on average, with sessions frequently running until three or four in the morning. Those are the numbers from a single account. The games in question are among the biggest titles in the world, including Honor of Kings, Genshin Impact, Marvel Rivals and Puzzles and Survival.

    The health details are what turned this from a family problem into a court case. According to the filing, the teenager stopped eating properly and lost around 10 kilograms, roughly 22 pounds. A month before the suit was filed, they were hospitalized after ingesting 18 fever pills. Qin has not claimed to know exactly why that happened, saying he suspects it came from guilt or from dizziness after long sessions, and that it was the hospitalization that made him understand how serious the situation had become.

    His stated aim is not compensation. “I hope the court can compel these companies to fulfil their responsibilities in preventing juvenile addiction,” he said. “I also hope the trial is held publicly to shine a light on the industry’s management weaknesses.”

    Why 10 Yuan Is the Smartest Part of the Strategy

    Ask for a large sum and the story becomes about the money. The companies settle quietly, a confidentiality clause goes on top, and nothing about the system changes. Ask for 10 yuan and there is nothing to settle. The only thing on the table is the question of whether the anti addiction systems work, argued in open court.

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    It also removes the most obvious line of attack. Nobody can credibly suggest a father is doing this for a payout worth less than a cup of coffee.

    The tactic in one line: a symbolic damages claim converts a private dispute into a public hearing, because there is no financial incentive for either side to make it disappear.

    China Already Has the Strictest Rules in the World

    This is the detail that makes the case genuinely interesting rather than just sad. China does not have a light touch regime that failed. It has the most restrictive one on the planet, and it still failed here.

    The rule for minorsWhat the filing describes
    Online play allowed only between 8pm and 9pm on Fridays, Saturdays, Sundays and statutory holidaysSessions running to 3am or 4am on a regular basis
    Roughly three hours per week outside holidaysAn average of about 2.44 hours per day
    Accounts must be tied to verified real name identificationAccount registered using an adult sister’s identity card
    Facial recognition checks used to catch adult accounts played by minorsQin argues the checks are not applied consistently enough to matter

    The loophole is not technical sophistication. It is a borrowed ID card, which is the oldest workaround there is. Tencent introduced a facial recognition system it called Midnight Patrol back in 2021 precisely to close this gap, prompting players who refused or failed the check to be treated as minors and kicked offline. Qin’s argument is essentially that these systems exist as announcements more than as enforcement, and that a determined teenager with a family member’s documents can play for two and a half years without ever triggering one.

    The Companies in the Suit

    CompanyTitles referencedWhy it matters
    TencentHonor of KingsThe largest games company in the world by revenue
    miHoYoGenshin ImpactBuilt the modern template for daily login and gacha progression
    NetEaseMarvel RivalsGlobal live service hit with a heavy seasonal cadence
    37 Interactive EntertainmentPuzzles and SurvivalMobile strategy built around long term retention loops

    Naming four companies rather than one is deliberate. It reframes the complaint from a single bad actor to an industry design pattern, which is the argument Qin needs the court to accept if anything is going to change.

    The Design Question Underneath

    Every title in that table is built on retention. Daily rewards, streaks, limited time events, seasonal battle passes, progression that decays if you step away. None of that is illegal and none of it is unique to China. It is the default business model for live service games worldwide, including the ones Western studios are building right now while the industry waits on its biggest release in a decade.

    The uncomfortable version of Qin’s claim is that the anti addiction systems and the engagement systems are made by the same companies, and only one of the two gets iterated on constantly. That is not a Chinese problem. It is the same tension that shows up whenever a platform is asked to police behavior its own metrics reward, which is why automated enforcement tools keep arriving on platforms with the people most affected doubting they will be applied where it costs the platform something.

    What Happens Next

    Realistically, the suit is unlikely to win damages, and Qin knows that. Chinese courts have generally held that companies complying with the regulator’s real name and time limit requirements have met their obligation. Proving that a company should have detected a borrowed identity is a much higher bar than proving it followed the published rules.

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    The leverage is elsewhere. A public trial in China involving Tencent, NetEase and miHoYo produces exactly the kind of attention that regulators respond to, and the regulator here has a long record of moving quickly once a topic becomes visible. Rules in this area have historically tightened after public pressure rather than after litigation.

    There is also a wider context. Age verification requirements are spreading across the internet globally, from social platforms to app stores, and several jurisdictions are actively debating curfews for minors on social media. Gaming has largely stayed out of that conversation outside China. A well publicized case about a teenager who bypassed the strictest system in existence using a family member’s ID card is the sort of thing that pulls it in.

    The Bottom Line

    Qin summed up his position without much lawyerly softening. “Games have had a destructive impact on children of this generation,” he said. “If I do not advocate for my child’s rights, I would not deserve to be called a parent.”

    You do not have to accept that framing to see why the case matters. China built the strongest guardrails any country has attempted, complete with curfews, real name registration and facial recognition, and a teenager with a borrowed ID card played through all of them for 1,868 hours. Whatever the court decides about the 10 yuan, that number is the finding worth arguing about.

    China Gaming miHoYo Regulation Tencent
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    Ethan Caldwell

      Ethan Caldwell is GeekBlog's resident Apple specialist, covering the entire Apple ecosystem - iPhone, iPad, Mac, Apple Watch, AirPods and the software that ties them together. A longtime iOS user and gadget collector, Ethan tracks Cupertino's every move, breaking down Apple keynotes, A- and M-series chip benchmarks, iOS feature updates and the rumor mill into clear, practical takes that help readers decide whether the latest Apple hardware is worth the upgrade.

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