In the digital era, online gaming exhibits a notable double−edged sword effect. As the world's largest gaming market, China's gaming industry has evolved since the 1990s into a core driver of economic growth, technological innovation, and cultural export. It also plays an active role in constructing virtual social ecosystems and promoting gamification in education. However, its associated health risks cannot be overlooked, including physiological issues such as visual impairment, metabolic abnormalities, and circadian rhythm disruptions; psychological challenges like emotional dysregulation, cognitive confusion, and reduced sense of reality; as well as socioeconomic burdens at the familial and societal levels, including financial strain, and tendencies toward violent behavior. Severe addiction may progress into Internet Gaming Disorder (IGD), characterized by excessive prioritization of gaming, impaired self−control, and persistence gaming despite negative consequences. Although anti−addiction systems have been widely implemented, significant gaps remain in IGD prevention and control. Therefore, it is essential to establish a three−tier hierarchical intervention system covering the entire process of addictive behavior development to balance industrial growth with public risk mitigation. The sustainable development of online gaming should focus on three core directions: in the area of source governance, adopting a "Technology for Good" approach by systematically integrating anti−addiction mechanisms into game design and expanding the positive applications of "gaming+" in fields such as education and healthcare; in precise prevention and control, leveraging multimodal biometric and behavioral data to establish an AI−driven dynamic risk assessment and tiered intervention system; through mechanism exploration, enhancing interdisciplinary research integrating neuroscience, psychology, and epidemiology to elucidate the mechanisms underlying IGD development, identify key intervention targets, and enhance clinical outcomes. Through these approaches, the innovation of the gaming industry and the protection of public health can be synergistically advanced, achieving a harmony between social benefits and economic gains.
| 科 Family | 属数 Number of genus | 种数 Number of species | 占总种数比例 Percentage of total species (%) | 属 Genus | 种数 Number of species | 占总种数比例 Percentage of total species (%) |
|---|---|---|---|---|---|---|
| 鹅膏菌科Amanitaceae | 2 | 11 | 5.26 | 鹅膏菌属 Amanita | 10 | 4.78 |
| 小菇科 Mycenaceae | 2 | 12 | 5.74 | 丝盖伞属 Inocybe | 5 | 2.39 |
| 多孔菌科 Polyporaceae | 8 | 14 | 6.70 | 蜡蘑属 Laccaria | 5 | 2.39 |
| 红菇科 Russulaceae | 3 | 23 | 11.00 | 小皮伞属 Marasmius | 6 | 2.87 |
| 小菇属 Mycena | 11 | 5.26 | ||||
| 光柄菇属 Pluteus | 5 | 2.39 | ||||
| 红菇属 Russula | 17 | 8.13 | ||||
| 栓菌属 Trametes | 5 | 2.39 |