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Logging on in China's Internet Cafes
An HRIC Field Survey[1]
Published in China Rights Forum, No.3 2005
China's reputation as the second most "wired" country in the world conceals the vast access gulf that exists between the
urban elite and less advantaged groups.
With more than 100 million users online,[2] China is now second only to the United States
in the number of its people accessing the Internet. Given current growth rates, this number
is expected to reach 300 million by 2008. [3] The online population
today is fueling Web sites, community forums, blogs, online games and more—in recent months, estimates for the
number of bloggers have reached as high as five million,[4]
while online gamers have been placed at 20 million. [5] However,
the dominant media focus on the exponential growth in online netizens neglects the reality of China's digital divide
and its implications for equitable distribution of access to technology, information and an expanding virtual public space.
More than 25 percent of China's online population depends on Internet cafes as an online access point.
[6] Outside
of large urban areas, among China's most vulnerable groups—adults and children of migrants, rural populations
and ethnic minorities—low levels of home computer ownership mean that 80 percent of Internet users are able to access
the Internet only through Internet cafes. [7] Away from the more
affluent coastal regions of Beijing, Shanghai,Tianjin and
Guangdong, [8] Internet cafes become the only resource available
for many users. [9] The six most underdeveloped provinces
comprise less than one percent of China's entire Internet population; [10]
in contrast to the wealthy, urban elite who have easy access to Internet-enabled home, office and even school computers,
the economically disadvantaged have to rely almost exclusively on Internet cafes for online communication,
information, and expression.
Internet cafe closures [11] and the stiff, complex maze of regulations
that govern these cafes, [12] disproportionately impact
population groups who are not among the wealthy, urban elite. For these groups, Internet cafes represent their most practical,
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 cafes, both physical and virtual, Human Rights in China (HRIC) conducted a limited
preliminary field survey of thirty-five Internet cafes 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 ofcafes surveyed; software and hardware installed, including
censorship and surveillance software and practices; and user demographics and ambiance inside the cafes. Although there
was some disparity in technology, for the most part, the cafes encountered possessed excellent hardware and Internet connection
speed regardless of socio-economic location. Unsurprisingly, online gaming and chatting comprised the most
popular activities, but not all caf¨¦s were devoted to gaming or to the traditional younger male clientele. The survey found
that, in general, the official rules and regulations that govern Internet cafes were enforced haphazardly and unequally—with
the notable exception of an almost universal absence of minors in the cafes. However, the official oversight lacking in physical
form was present virtually, as monitoring software was installed on all computers surveyed without exception.
Methodology and scope of survey
Internet cafes selected to be included as part of the field survey were located through the one or more of the following methods:
- Using public transportation networks (primarily in Nanjing, Zhengzhou and Changsha);
- Inquiring with local shopkeepers and vendors for locations;
- Walking on city streets (primarily in the more compressed city center areas such as Xi'an, Guiyang and Nanchang); and
- Targeting high probability sites such as transportation hubs, commercial centers or tourist areas.
Most cities contained many more cafes than the number actually surveyed. Cafes in close proximity to each other or
those passed in the course of general transit around the city were generally not surveyed independently.
Once a cafe was located, the surveyor would request a computer, and unless directed to a specific machine, would select a
terminal sufficiently far into the cafe to afford a better view of the actions of other patrons. If possible, a machine facing the
door was chosen in order to allow additional observations of patrons entering and leaving the cafe. For each cafe, the surveyor
spent approximately one hour browsing the Internet, checking specifically for access to the HRIC Web site, a Web site
with several simple Flash games, Google and GMail Web sites, and various politically-oriented Web sites. This was followed by
an exploration of the machine's hardware and software and a check of bandwidth before the results were uploaded to a
secured web location.
Although the Internet cafe experience of an obvious outsider is inevitably different from that of locals, it is still possible
to observe and draw valid conclusions. Technical considerations do not change, but culturally, the reaction towards an
outsider or foreigner is entirely different from that directed at a Chinese citizen. With this in mind, it was critical to pay more
attention to the surroundings than the experience; for example, watching the front desk to see what was asked of people
entering and leaving, noting the uses other clients were making of the computers, and observing the attention being paid
towards them by cafe employees or official monitors.
Availability and locations
Most cities have Internet cafes widely available regardless of neighborhood.While the majority of cafes surveyed were
located in mid- to high-end commercial neighborhoods, numerous cafes could also be found in low-end commercial
and residential neighborhoods. The "genre," type and quality of cafes tended to differ
based on location; those in higher income neighborhoods possessed more modern hardware and software, as well as generally
more comfortable surroundings than those located in less prosperous areas. Cafes found in low-end commercial and residential
zones tended to fall into two main categories. Although highly similar in appearance, their target audience/patronage
was widely diverse.
The first consisted of gaming cafes, frequented primarily by younger adults, with computers optimized for games (e.g.,
higher memory/CPU).The second consisted of cafes frequented primarily by older patrons. The computers available
were often far inferior to those in the typical cafe used for web surfing and online chatting. These computers were more likely
to have minimal gaming software installed, usually only the first person shooter Counterstrike
[14] (a staple fixture in every cafe), as well as a collection of simple puzzle-type games.
Software
Gaming
A primary use for Internet cafes, and the source of much of their clientele, is gaming—particularly online MMORPGs
(Massively Multi-player Online Role-playing Games). With online gaming a staple activity in Internet cafes, China's gaming
industry has profited extraordinarily from the proliferation of the Internet, and its success has come to the notice of many
market investors. Revenue from online games reached $298 million in 2004,
[15] and analysts expect the market to grow to
$1.3 billion by 2009. [16] Shanda Entertainment, China's leading
online game operator, controls 60 percent of the domestic market and recorded revenues of $132 million in 2004, a
growth of 116 percent from the previous year. [17] That same
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
world, China's home-grown search engine giant Baidu.com generated a media frenzy with its August 2005 listing on the
Nasdaq stock market. The most widely-used search engine in China,[19]
Baidu.com ended its first day on Nasdaq with a 354 percent increase from its $27 IPO price. [20]
Hailed as the next Google, Baidu.com's story is only the latest and most prominent to emerge from China's rapidly developing
Internet landscape.
The flush of excitement that companies such as Shanda and Baidu.com have generated only highlights the stark disparity
illustrated by the very real and very rapidly increasing digital divide that China is facing today.
At the time of this survey, the most popular of the MMORPGs was World of Warcraft, which could be found on
nearly every cafe computer. One month after its official release in China, Blizzard Entertainment issued a press release claiming
more than 1.5 million Chinese subscribers, compared with two million subscribers in North America, Europe,Australia
and Korea combined. [21]
World of Warcraft is closely tied into the general marketing culture targeted at youths. At the time of this survey, a nationwide
promotional campaign was well underway, with the popular singing group S.H.E. featured prominently on advertising
billboards for Coca-Cola, dressed in the costumes and armor of World of Warcraft characters. Promotional codes, given away
under the caps of Coca-Cola bottles, could be redeemed for half an hour of playing time.
Unlike American MMORPGs, which generally use credit card payment systems, Chinese MMORPGs use pre-paid money cards
to validate accounts. [22] A money card with a value of 30 yuan purchases
60 hours of play time, which is credited to an account through the Internet. Registering a card to create an account
requires providing the identification number of a government issued ID card. In addition, it is possible to connect only to game
servers physically located inside China; servers from the United States, Korea and Japan were found to be inaccessible.
Other interesting games found in the cafes included the popular first person shooter Counterstrike, the fantasy MMORPG
The Legend of Mir II, and various games developed in China. Some were markedly nationalistic; in one, set in Shanghai during the
time of the Japanese invasion, players employ street warfare tactics to hunt down and eliminate legions of Japanese soldiers.
Most cafes optimized for gaming had 20 to 30 different online role-playing games, with titles available from both foreign
and domestic companies.
Instant messaging software
Without exception, every single Internet cafe computer encountered had installed at least one form of instant messaging
software.The most popular, QQchat[23] (developed by Tencent),
has spread to a level where it has even inspired stores to carry a variety of clothing bearing its logo and trademark. It
was not uncommon to come across young people who did not have email addresses, but did have instant messaging accounts.
Students use their cell phonees text messaging functionality to establish times to meet online for chat sessions. Many cafes
also had webcams available for video chats, which were observed to be used quite frequently.
User software
In addition to a wide variety of games and chatting software, the most common software installed on Internet cafe computers
were Microsoft programs, including Microsoft Internet Explorer,Windows Media Player and Microsoft Word.
In general, the systems did not appear designed to protect against user interference.This survey found that the user could
install new controls onto the machines (for example, Macromedia Flash Player, Java and other simple application software)
without running into permissions issues. The exception to this was in Guiyang, where every single cafe surveyed used a terminal
software program to substantially limit user actions. The terminals allowed users to run programs, but denied access to
the Control Panel and Task Manager, and did not allow users to manually run commands or use the right mouse button functionality
on the Desktop.
Monitoring software
Two primary monitoring software packages were in visible use—PubWin[24]
(by far the most popular) and WebWatcher. Both were designed specifically for Internet cafes. In addition
to monitoring, keyword filtration and general censorship, the software also provided cafe specific functions, such as allowing
the central console to enable and disable access, and monitoring how long each computer had been in use.
Hardware
Most computers in the Internet cafes had excellent hardware consistent with the desire to support the advanced system
requirements of modern games. CPU speeds in excess of 2 Gigahertz (GHz) were common, as were computers with 512
Megabytes of memory.
Generally speaking, the machines did not have exterior access bays (for example, CD/DVD-rom drives, floppy drives),
although most did have one or two USB ports open and available to connect cameras or flash drives. Flash drives, while
uncommon,were seen in several cafes. Although all the computers had a variety of virus and Trojan horse programs running
(suggesting generally poor anti-virus security), they generally showed no evidence of previous users.This would suggest that
hard drives were wiped and replaced on a regular basis.
Ambience
Patrons
Although the Internet cafe clientele tilted heavily towards young male students, a significant number of women and
older professionals, as well as manual workers, could be found. Rather than gaming, the older patrons were observed
to be more often watching movies (which were readily available from a number of online sources) or surfing the Internet.
Minors (youths under 18) were rarely seen in the Internet cafs surveyed,
[25] even in Qingdao and other cities, where cafes
were often located in close proximity to middle schools. [26] In
the case of Qingdao, where at least one cafe was located directly across the street from a middle school, the lack of
patronage by students suggested active deterrents discouraging their presence.
In general, cafes were found to focus on either a younger gaming audience or an older audience. Most of the adults
using Internet cafes appeared to be in their late 20's to mid 40's, with very few older people in evidence.
Web or cafe
Although the primary purpose of the cafes was to provide computer access, many cafes demonstrated an effort to live up
to their derived nomenclature. Most cafes sold cold drinks from a refrigerated cooler in the front; others also had snack
foods or dried noodles available for purchase. A sizable minority of cafes provided patrons with free tea or boiled water,
which was periodically refilled for them throughout their visit.
Other cafes (primarily in Changsha) went so far as to offer food service. However, apart from those in Changsha, the cafes
generally employed minimalist efforts that were largely ignored by the cafe patrons, who focused on the primary purpose
of computer and Internet access.
Layout
The cafes were generally set up as one large room of tables lined with computers. [27]
A wide area of space was often provided behind the machines, where people could (and did)
congregate, with several people watching one screen. In many cafes, small, enclosed booths could be found along the
edges of the main room, with four to six computers generally occupied by groups who had come in together. In addition,
several cafes had separate small rooms closed off from general view.
In poorer areas, cafes had clearly been built into pre-existing spaces with minimal modifications. In Xi'an, the presence
of kitchen plumbing indicated that one cafe had previously been a series of small apartments.
On the other extreme was a cafe in Changsha with no central room, but rather a series of small spaces each containing
four computers and sofas, with an ambiance similar to that of an expensive restaurant.
The decor in the Internet cafes seemed to be roughly correlated to price,with cafes in more affluent neighborhoods
tending to have a more comfortable ambiance. However, prices seemed to be far more closely tied to the status of the neighborhood
than to the quality of the cafe; in poor neighborhoods, the more elegant cafes were often priced similarly to
neighbors with fewer amenities.
Using Internet cafes
Pricing[28]
The cost of using computers in the Internet cafes was generally based on an hourly charge, with prices rounded up or down to
the nearest whole or half denomination. Most cafes required users to submit a deposit of 5 to 20 yuan prior to use, with the
remainder refunded at the time the patron left the cafe. Other methods included pre-paying for a set amount of time (with
no refund of any remaining balance), or simply paying post-usage.
Prices ranged from 1.5 yuan to 4 yuan per hour in direct proportion to the class of neighborhood.
Although not as well-equipped as those in more wealthy neighborhoods, the quality of computers was not a significant
factor for cafe in poor neighborhoods.Those locations often still possessed excellent bandwidth and modern hardware at a
lower price than a cafein a high-end commercial neighborhood, which might have poorer bandwidth and computers at a
higher cost. The time of day was also a variable in pricing, with the peak hours of 4:00¨C10:00 p.m. often costing one yuan to
two yuan more per hour than less popular times.
Registration policies
Despite official regulations requiring registration with a government issued ID,
[29] registration policies at Internet cafes seemed to vary widely by region.
In the north and the east, registration requirements were minimal, while in the southern
and western regions they were enforced far more strictly.
Cafes that did not ask for identification often still had a registration book at the front desk, in which staff members were
seen to write apparently random identification numbers and names during their free time.
Web site Accessibility
HRIC's Web site[30] was inaccessible from any of the Internet
cafes surveyed, which was expected given the results of previous
studies. [31] The Web site for China Labour Bulletin,[32] a Hong
Kong-based organization that promotes independent and democratic unions in mainland China, was similarly unreachable.
Web sites for The New York Times, CNN and the BBC were also tried at each cafe. These English-language news Web sites were
almost always reachable, with the few failed attempts plausibly attributable to genuine technical issues. Prior to August 1,
access to Google and Gmail was inconsistent at best, with only around 60 percent of attempts resolving appropriately. However,
during the month of August up through the end of this survey, access improved considerably, with only 10 percent of
attempts failing.
Interestingly, these limited results ran contrary to recent reports[33] that found access to the
BBC's Web site consistently blocked from within China. The irregularity with which Web
sites are blocked, both within the span of this short survey and in relation to other reports and comprehensive studies, lends
additional evidence to the theory that China's Internet censorship is fluid and constantly evolving.
Closed cafes
As previously noted, violations of several of the regulations governing Internet cafe—particularly with regards to the
presence of minors and registration—seemed to be common, apparently leaving cafes vulnerable to being shut down. In
Xi'an, Chengdu and Guiyang, cafes in the immediate vicinity of the train station were closed and shuttered, while in Kunming
only four active cafes were found. Three additional cafes had clearly recently been in business, but were no longer open.
Given the generally busy nature of the remaining establishments, it seemed unlikely that the cafes had closed for purely
economic reasons.
Addressing the challenges of access and censorship
A comprehensive understanding of the Internet cafe environment in China will require the investigation of significantly
more Internet cafes in additional locations, such as Xinjiang and Tibet. However, this initial research effort was valuable in
gaining a more informed appreciation of the operating environment of Internet cafes, as well as a first-hand awareness of
the practical issues facing Internet cafe users in China.
Although this brief survey seemed to suggest that many of the official regulations governing Internet cafes are selectively
enforced and inconsistently implemented, their existence still places all Internet cafes in a precarious situation and creates an
environment that encourages self-censorship and fear. Without knowing when or where monitoring is going on, the only
viably safe option for the Internet cafe user is to assume that all actions are being watched and recorded.
Internet cafes are an integral component in bridging the digital divide by offering access to the Internet and all its
resources to economically disadvantaged groups who do not have access through their homes,work or school. When Internet
cafes are forced to adhere to regulations that deter and limit their usage, China's most vulnerable groups are restricted
from the full scope of information and interaction that is so easily and readily available to the wired elite.
The PRC has employed increasingly sophisticated systems of information control, including legal regulations, social and
policy controls, censorship and surveillance technology.[34] As
documented in a recent study by Open Net Initiative, less than ten percent of the search results for terms such as "sex,"
"pornography" and "nude" were blocked, but more than 60 percent of Chinese-language sites with information on opposition
political parties were inaccessible.[35] Impeding access to
Internet cafes will effectively contribute to undermining and silencing the online voices of China's underprivileged citizens.
More research is needed to develop solutions to work towards addressing the related challenges of equal and fair
access to information technologies and an uncensored and diverse virtual public space that will contribute to the strengthening
of the growing civil society in China.
 |
| ENDNOTES |
| 1. |
Field research was carried out from July to August 2005 by "Ni Gaoren," an HRIC consultant with more than six years of
IT-related experience. |
| 2. |
China Internet Network Information Center, 16th Statistical Survey Report on the Internet Development in China, July 2005, p. 50. |
| 3. |
Steven Cherry, "The Net Effect", IEEE Spectrum, June 1, 2005, http://www.spectrum.ieee.org/WEBONLY/publicfeature/jun05/0605cnet.html. |
| 4. |
As reported in "Blog founder seeks writ large," South China Morning Post, July 12, 2005, http://www.asiamedia.ucla.edu/article.asp?parentid=26700. There seems to be a certain degree of confusion regarding the number of bloggers and the number of blogs-with a distinction being made that a blogger can have more than one blog. Other estimates place the number of blogs at 4 million (Nicholas D. Kristof, "Death by a ernet users are blogging online. |
| 5. |
"China imposes online gaming curbs," BBC, August 25, 2005, http://news.bbc.co.uk/1/hi/technology/4183340.stm. |
| 6. |
China Internet Network Information Center, 16th Statistical Survey Report on the Internet Development in China, July 2005, p. 50. |
| 7. |
"No losers as China grows," China Daily, March 20, 2004, as cited in UNICEF, The State of the World's Children 2005, December 9, 2004. |
| 8. |
China Internet Network Information Center, 15th Statistical Survey Report on the Internet Development in China, January 2005, p. 5. |
| 9. |
Jack Linchuan Qiu and Liuning Zhou, "Through the Prism of the Internet Caf¨¦," China Information: A Journal on Contemporary China Studies, vol. XIX, No.2, edited Lokman Tsui (UK: SAGE Publications, 2005), p. 267. |
| 10. |
China Internet Network Information Centre, Overcoming China's Digital Divide, July 2003. |
| 11. |
Between October and December 2004, an estimated 12,000 Internet cafes were shut down, and in March 2005, 2100 Internet caf¨¦ licenses were revoked. The Open Net Initiative, Internet Filtering in China in 2004-2005: A Country Study, April 14, 2005, 11; Steven Cherry, "The Net Effect", IEEE Spectrum, June 1, 2005, http://www.spectrum.ieee.org/WEBONLY/publicfeature/jun05/0605cnet.html. |
| 12. |
For example, the Ministry of Public Security oversees spot security and Internet security of Internet caf¨¦s, the State Administration for Industry and Commerce issues business licenses and offers registration, the Ministry of Culture supervises the information on the computers in Internet caf¨¦s, and the Ministry of Information Industry and State Administration of Radio, Film and Television also have some supervisory powers. See "China's Internet Cafes require heed," China Business Weekly, May 18, 2004.
For a further discussion, see Jack Linchuan Qiu and Liuning Zhou, "Through the Prism of the Internet Caf¨¦," China Information: A Journal on Contemporary China Studies, vol. XIX, No.2, edited Lokman Tsui (UK: SAGE Publications, 2005), pp. 269-273.
|
| 13. |
"China's Internet Cafes require heed," China Business Weekly, May 18, 2004. |
| 14. |
For more information, see http://www.counter-strike.net. |
| 15. |
Dan Nystedt, "Online gaming growing fast in China, study says," IDG News Service, April 4, 2005, http://www.macworld.com/news/2005/04/04/chinagaming/. |
| 16. |
Ibid. |
| 17. |
Rick Aristotle Munarriz, "Shanda plays to win," The Motley Fool, February 4, 2005, http://www.fool.com/News/mft/2005/mft05020405.htm. |
| 18. |
21st Century, "Chen makes it big time," October 14, 2004, http://www.21stcentury.com.cn/print.php?sid=15464. |
| 19. |
Don Lee, "Baidu.com went from unknown to No. 1 search engine in China," Los Angeles Times, August 23, 2005, http://www.latimes.com/business/la-fi-baidu23aug23,1,7686012.story?coll=la-headlines-business. |
| 20. |
Paul Shread, "Baidu gets rousing welcome," Internetnews.com, August 5, 2005, http://www.internetnews.com/bus-news/article.php/3525711. |
| 21. |
Blizzard Entertainment, "World of Warcraft ? Reaches 1.5 Million Paying Customers in China," http://www.blizzard.com/press/050720.shtml. |
| 22. |
Employed to overcome the rampant piracy in China, the pre-paid cards business model was successfully pioneered by Shanda Entertainment. The cards are difficult to duplicate and are disseminated through a wide network of distribution points throughout China. |
| 23. |
In July 2005, Tencent announced that administrators of QQ Groups, a multi-user chat feature, would be required to register with their real name and government issued identification. Frank Dai, posting to Global Voices Online, July 21, 2005, http://cyber.law.harvard.edu/globalvoices/2005/07/21/ china-real-name-registration-for-instant-messenger/. |
| 24. |
For more information, see http://www.pubwin.com.cn. |
| 25. |
Generally, restrictions against minors are as follows: minors are prohibited from using Internet caf¨¦s, and operators can be fined if they violate that prohibition or fail to post signs barring entry by those under 18 years of age. State Council, Measures for the administration of Internet Access Service Business Establishment, Nov. 15, 2002, Art. 21; Ministry of Culture, State Administration for Industry and Commerce, Public Security Bureau, Notice on Additional Measures in Overseeing Internet Caf¨¦ Operations, May 26, 2005, Section 3. |
| 26. |
This is apparently in violation of regulations mandating that Internet caf¨¦s cannot operate within 220 yards of schools. See "China's Internet Cafes require heed," Business Weekly, May 18, 2004. |
| 27. |
For more information on the regulated physical layout of Internet cafes, see Qiu and Zhou, p. 278. |
| 28. |
For a further discussion on Internet caf¨¦ pricing, see Qiu and Zhou, p. 265. |
| 29. |
See Regulations on The Administration of Business Sites of Internet Access Services (Hulianwang shangwangfuwu yingyechangsuo guanli tiaoli), Article 23, 29 September 2002, as cited in Qiu and Zhou, p. 278. |
| 30. |
http://www.hrichina.org and http://www.zhongguorenquan.org. |
| 31. |
The Open Net Initiative, p. 3. |
| 32. |
http://gb.china-labour.org.hk/gate/gb/big5.china-labour.org.hk/public/main. |
| 33. |
"China Net Star Cries Censorship," Red Herring, August 26, 2005, (http://www.redherring.com/Article.aspx?a=13354&hed=China+Net+Star+Cries+Censorship). Kevin Anderson, "Breaking down the Great Firewall," BBC, April 30, 2005, (http://newswww.bbc.net.uk/1/hi/world/asia-pacific/4496163.stm). The Open Net Initiative, p. 3. |
| 34. |
Sharon Hom, Amy Tai and Gabriel Nichols, "The Rise of the Internet and Advancing Human Rights," China Rights Forum, No.3 (2004). |
| 35. |
The Open Net Initiative, p. 3. |
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