欧盟把"连续签到"和"无限滚动"直接写进了禁止条款
一句话:2026 年 9 月 17 日,欧盟委员会提出 KIDS Act 草案,把游戏纳入"安全设计"义务范围,并逐条点名禁止四类针对未成年人的设计——其中"惩罚不每天回来的连续签到"和"无限滚动",正是长线运营的标准留存工具。更关键的变化是举证责任反转:平台必须自费请独立审计,向监管证明自己的设计是安全的。
草案里到底写了什么
先把可核验的条款列出来,这是判断影响面的基础。
年龄规则怎么走(分级递进):
| 年龄段 | 规则 |
|---|
| 13 岁以下 | 不得拥有账号 |
| 13–14 岁 | 监护人可开一个受限账号,家长工具始终开启,每日时长上限最多 1 小时,联系人须家长批准 |
| 15 岁起 | 可自行开账号,但服务方必须依法做到"对他们是安全的" |
注意适用范围的边界:这套年龄规则只覆盖社交网络与视频分享服务,不覆盖游戏。
真正打到游戏的是另一半——「安全设计」义务。草案把义务施加到"儿童最常使用的服务":社交平台、视频平台、游戏、AI 聊天机器人、应用商店。对未成年人,明令禁止的设计被逐条点名:
- 无限自动播放与无限滚动,且没有真正的休息点
- 与儿童自身行为无关、只为把人拉回来的通知
- 对"向大范围受众发帖或直播"给予奖励
- 惩罚不每天回来的"连续签到"(streak)机制
- 此外,服务方必须提供有效的时长限制与使用中断,且这些机制要以"保护睡眠与在校时间"为目的来设计
推荐系统:面向未成年人时,推荐算法必须以安全、质量与心理健康为优化目标,而不是参与度。具体条款包括:儿童主动关注的内容优先;基于追踪的个性化默认关闭;不得使用来自服务之外的数据;不得制造"兔子洞";并提供一键重置信息流、以及至少一个"无画像"选项。
陌生人接触:未经事先批准,任何人不得给儿童发消息;儿童不出现在联系人推荐里;未经同意不得被拉进群组;可匿名拉黑任何人;其内容仅对已通过的联系人可见;联系方式永不披露;他人不得下载或截屏其内容;未成年人默认不得直播。
AI 聊天机器人与"AI 伴侣":不得使用"模拟人际关系、可能造成情感依赖"的设计;默认不得把儿童此前的对话带入后续对话;上线前须做儿童风险测试,上线后须持续监测;13 岁以下只能通过家长控制工具使用。如果聊天机器人内建于平台或游戏——不得自动开启、不得向儿童推送、且必须容易关闭。
游戏与应用商店的专门条款(原文很短,但分量重):
"Games must also be safe by design. App stores must age-rate every app, including videogames, with a published methodology, they must not let children access or buy apps inappropriate for their age, and must carry the EU age verification app."
(游戏同样必须做到安全设计。应用商店必须对每个应用——包括电子游戏——做年龄分级,并公布分级方法;不得让儿童访问或购买不适合其年龄的应用;且必须内置欧盟年龄验证应用。)
存量账号的处理:规则生效后六个月内,平台必须核查现有账号持有人是否未满 15 岁,对确认未满、或无法确认年龄的账号予以停用。
年龄验证怎么做:平台不查身份证、也不获得用户身份。年龄通过独立于平台的认证方案验证,包括欧盟免费年龄验证应用,以及后续的欧洲数字身份钱包。这些工具只告诉平台一件事——用户是否达到某个年龄——且法律要求使用零知识证明技术,不得据此识别、定位、追踪或画像任何人。
为什么"点名具体机制"是这次真正的变化
如果只看年龄门槛,这件事像是又一轮"未成年人保护"的老话题。但草案的立法技术变了,这才是需要读出来的信息。
旧一代监管管的是结果:概率要公示、不得诱导未成年人消费、退款要给。这类条款的特点是——要证明违规,得先证明伤害。而"过度使用"这种伤害极难归因到某一条具体设计上,于是条款在执法层面天然偏软。
KIDS Act 转而管设计,并且把机制名字写进条文。这一步的意义是:监管者不再需要论证"你这个签到机制伤害了某个具体儿童",只需要核对"你有没有使用被点名的机制"。违规的判断从因果证明变成了特征比对。
配套的是举证责任反转——这是整份草案里商业影响最大的一条:
- 月活 4500 万以上的"超大型在线平台",不能自己声明安全
- 在接触儿童之前,必须提交一份详细合规计划,说明如何满足法案每一项义务
- 该计划由独立审计方核查,费用由平台承担,委员会可因独立性问题否决审计方
- 罚款上限为全球年营业额的 6%
- 加速程序:30 天内出初步结论,90 天内出最终决定
(理论机制:监管设计中的举证责任分配——把证明成本从监管方转移到被监管方,是让"难证明的伤害"变得可执法的标准手法。本卡推断:把它概括为"从结果监管转向设计监管"是本卡的归纳,草案本身不使用这个说法。)
换句话说:合规成本从"打官司的钱"变成了"常态化的审计与文档成本"。 这对中小团队的影响方式和对付得起律师的大厂完全不同。
为什么这在游戏行业是硬碰硬
前面那些条款里,至少四条直接命中国内长线运营的标准工具箱:
- 连续签到(streak)。国内手游的"连续登录 N 天"几乎是标配,而且惩罚性设计(断签清零、进度回退)恰恰是它起作用的机制(见
frameworks.md 的沉没成本与损失厌恶)。草案禁止的正是"惩罚不每天回来"这一形态。这不是"要不要做得温和一点"的问题,是机制本身被点名了。
- 推送召回。把"与儿童自身行为无关、只为把人拉回来的通知"列为禁止项,直接约束了最常见的回流手段。
- 奖励发帖 / 直播。UGC 激励、创作者计划、KOL 任务体系里,凡以"发帖量、观看量"给奖励的设计,落在被禁范围内。
- 无限滚动与自动播放。游戏内的信息流(活动大厅、商城推荐、社区流)如果对未成年人无限加载,同样在射程内。
加上"不得使用消费陷阱(no spending traps)"和默认安全设置,实际上等于要求:面向未成年人的版本,必须是一套独立的设计,而不是主版本的"温和档"。
一个容易被忽略的连带影响:AI 聊天机器人条款写明,内建于游戏中的聊天机器人不得自动开启、不得向儿童推送、必须容易关闭。近两年大量产品在往游戏里塞 AI 伴侣/NPC 对话——这条会直接改变这些功能的上线形态(默认关闭、需显式开启)。
怎么用这个机制
当 你的产品要在欧盟发行(或有未成年用户),做 把"被点名的机制"当成一份设计清单逐条比对,而不是等监管问上门,因为 新框架下你需要自证安全,而自证的起点是知道自己用了哪些被点名的机制。
三条迁移判断:
- 这不是"欧盟特有"。年龄验证、默认关闭个性化、禁止成瘾性设计,是同一波监管共识的不同落地版本。先按最严标准做一遍设计清单,比逐地区适配便宜。
- 不要指望"年龄门槛"把问题挡掉。草案明确说了:自我声明的年龄不算数,且无法确认年龄的存量账号要被停用。"用户自己填的 18 岁"在这一代监管里不再是有效的免责依据。
- 真正的工作量在"可审计性"。你需要能拿出材料说明:哪些机制对未成年人关闭、默认设置是什么、时长限制怎么生效、验证方案是否零知识。这些是文档与埋点工作,不是玩法工作——但它决定了你能不能进这个市场。
明天能做的
- 拉一张"被点名机制清单",逐条标你的产品有没有用。 清单就四条:连续签到惩罚、无关行为触发的召回推送、以发帖/直播为条件的奖励、无限滚动或自动播放。每条标注"对未成年人是否开启" —— 这一栏现在是空的团队占多数。
- 查一件事:你今天能不能证明一个账号的年龄。 如果答案只是"用户注册时填的生日",那么按草案的存量账号条款,你在六个月内既无法确认、也无法保留这批账号。这是需要立刻提上议程的基础设施问题。
- 把游戏内 AI 聊天/AI 伴侣功能的默认状态查一遍。 如果它现在是"进游戏就自动开启",那么按草案它需要改成默认关闭、显式开启、可一键关闭。现在改是产品决策,等生效再改是合规事故。
附录
来源清单
⚠️ 重要提醒:本卡描述的是草案(proposal),不是已生效的法律。欧盟普通立法程序下,草案还须经欧洲议会与理事会审议,条款在最终文本中可能被修改、削弱或删除。
证据与来源
- 来源性质:官方一手文件(欧盟委员会)。这是本库中来源性质最强的一类——它是立法文本本身的说明,不是对它的评论。
- 证据等级 A,置信度中高:条款内容可直接引用官方页面核对;扣分项在于草案状态本身带来的不确定性。
- 口径提醒:
- "每日时长上限最多 1 小时"属于 13–14 岁这一档的监护人设置账号,不是对所有未成年人的统一限制——不要扩大解读
- 年龄规则只适用于社交网络与视频分享服务;游戏不适用年龄规则,适用的是安全设计义务。这两半的范围不同,是最容易读错的地方
- "视频游戏"的监管分工:属于在线平台的归欧盟委员会直接监管,不属于在线平台的电子游戏由成员国指定的国家机构监管。这意味着同一款游戏在不同成员国的执行尺度可能不同
- 6% 罚款上限与 30/90 天加速程序,在官方 FAQ 中是与"被委员会监管的服务与系统"(即超大型平台与 AI 聊天机器人)相关联描述的;对非在线平台的游戏,执行机制与罚则是否一致,本卡未能确认
- 本卡的归纳("从结果监管转向设计监管"、合规成本从诉讼成本变成审计成本)是
本卡推断,官方文本不使用这些表述
- AI 聊天机器人条款中"内建于平台或游戏"一段,官方原文为 "Built into a platform or game, a chatbot may not switch on automatically, may not be pushed at children, and must be easy to turn off",本卡据此推断其对游戏内 AI 功能上线形态的影响,属
本卡推断
适用边界
- 地域:仅欧盟。但同一波监管共识(年龄验证、默认隐私、成瘾性设计限制)在英国、澳大利亚、美国部分州有不同版本的落地,机制方向可比,条款细节不可互套。
- 产品类型:影响面与"是否有未成年用户""是否在欧盟销售"直接相关。纯成人向、且不在欧盟发行的产品基本不受影响;有 UGC、社交、聊天、直播、连续签到机制的产品受影响最大。
- 时间:草案阶段。距离生效与合规期限还有相当距离,现在做的是设计预案而不是紧急整改。
- 产业阶段:对有法务团队的大厂是流程问题;对中小团队是能力问题(需要自建年龄验证接入、合规文档、审计应对)。
什么证据能推翻它
- 如果 最终立法文本把"游戏"从安全设计义务范围中移除,或把连续签到(streak)从禁止清单中删除 → 本卡对游戏行业的实际影响判断需要整体下调
- 如果 欧洲议会或理事会在审议中大幅削弱举证责任反转条款(例如取消强制独立审计)→ 本卡"合规成本变成常态化审计成本"的核心推断不成立
- 如果 官方对"streak mechanics that penalise a child for not returning every day"给出极窄的定义(例如仅指扣除已获得奖励,不含"断签重置进度")→ 对国内连续签到机制的影响面需重新评估
当前推断链上最脆弱的一环:把"被点名的机制"直接对应到国内产品的标准做法。草案的条款是为欧洲市场的产品设计的,其对"连续签到""奖励发帖"的具体判定边界尚未有执法案例。 本卡对影响面的估计建立在对机制形态的比对之上,而非法律解释。
需要什么数据:最终文本;欧盟委员会或成员国监管机构发布的执行指引;第一批执法案例(这通常要数年)。
待验证
- 最终立法文本对游戏的适用范围
- "非在线平台的电子游戏"由成员国监管时,罚则是否与超大型平台一致
- "连续签到"条款的确切判定边界(断签清零是否构成"惩罚")
- 存量账号核查义务对游戏(非社交平台)是否同样适用六个月的期限
- 应用商店年龄分级"必须公布分级方法"对现有 IARC/ PEGI 体系的具体增量要求
- 草案通过的时间表与合规宽限期
**
The EU has written "daily streaks" and "infinite scroll" straight into its prohibition list
In one line: On 17 September 2026, the European Commission proposed the KIDS Act, bringing games inside "safety by design" obligations and naming four designs it bans for minors — including "streak" mechanics that punish a child for not returning daily, and infinite scrolling. Both are standard live-ops retention tools. The bigger shift is that the burden of proof reverses: platforms must fund independent audits to prove their designs are safe.
Terminology follows references/glossary.md.
What the draft actually says
Start with the verifiable provisions — they define the blast radius.
The age staircase:
| Age band | Rule |
|---|
| Under 13 | No account |
| 13–14 | A guardian may open a limited account; parental tools are always on; daily time limit of at most one hour; contacts require parental approval |
| From 15 | Young people may open their own account, but services must by law be safe for them |
Note the scope boundary: this staircase applies only to social networking and video-sharing services — not to games.
What actually hits games is the other half — "safety by design." The obligations attach to "the services children use most": social platforms, video platforms, games, AI chatbots and app stores. For minors, the prohibited designs are named one by one:
- Endless autoplay and infinite scrolling without real breaks
- Notifications designed to pull the child back, unrelated to anything the child did
- Rewards for posting or streaming to mass audiences
- "Streak" mechanics that penalise a child for not returning every day
- Services must also provide effective time limits and usage breaks, designed to protect children's sleep and school time
Recommender systems: for minors, recommenders must optimise for safety, quality and mental health — not engagement. Specifically: what the child actively chose to follow comes first; tracking-based personalisation is off by default; no data from outside the service may be used; no "rabbit holes"; plus an easy feed reset and at least one option without profiling.
Contact from strangers: nobody can message a child without pre-approval; children do not appear in contact suggestions; they can't be added to groups without agreement; they can block anyone anonymously; their content is visible only to accepted contacts; contact details are never disclosed; others cannot download or screenshot their content; minors cannot livestream by default.
AI chatbots and "AI companions": no designs that simulate human relationships in ways likely to create emotional dependency; by default they may not carry a child's earlier conversations into later ones; they must be tested for risks to children before launch and monitored after; under-13s may use them only through parental controls. If a chatbot is built into a platform — it may not switch on automatically, may not be pushed at children, and must be easy to turn off.
The dedicated games and app stores clause (short in the original, heavy in effect):
"Games must also be safe by design. App stores must age-rate every app, including videogames, with a published methodology, they must not let children access or buy apps inappropriate for their age, and must carry the EU age verification app."
Existing accounts: within six months of the rules applying, platforms must check whether existing account holders are under 15 and disable the accounts of those who are — or whose age cannot be established.
How age is verified: platforms don't check documents or learn who you are. Verification runs through certified solutions independent of the platforms — a free EU age verification app and, in time, the European Digital Identity Wallet. These tools tell the platform one thing only — whether the user is above or below an age — and the law requires zero-knowledge proof technology that cannot identify, locate, track or profile anyone.
Why "naming specific mechanics" is the real change
Read only the age thresholds and this looks like another round of the familiar minors-protection debate. What changed is the legislative technique.
The previous generation governed outcomes: disclose drop rates, don't induce minors to spend, honour refunds. The defining feature of that approach is that proving a violation requires proving harm. Harms like "excessive use" are extremely hard to attribute to any single design decision, so enforcement was structurally soft.
The KIDS Act governs design, and writes the mechanic names into the text. The consequence: a regulator no longer has to argue that your streak mechanic harmed a particular child. They check whether you used a named mechanic. Violation shifts from causal proof to feature matching.
Paired with that is the reversal of the burden of proof — commercially the heaviest provision in the draft:
- Platforms with 45 million or more monthly active users in the EU cannot simply declare themselves safe
- Before coming into contact with children, they must submit a detailed compliance plan covering every obligation
- That plan is checked by independent auditors, paid for by the platform; the Commission can reject an auditor for lack of independence
- Fines reach 6% of total worldwide annual turnover
- Expedited procedure: preliminary findings within 30 days, final decision targeted within 90
(Established mechanism: allocation of the burden of proof in regulatory design — shifting proof costs from regulator to regulated is the standard technique that makes hard-to-prove harms enforceable. Framing this as "outcome regulation moving to design regulation" is this card's inference.)
In other words: compliance cost moves from "legal fees if you're sued" to "standing audit and documentation cost." That lands very differently on a small studio than on a company that can afford lawyers.
Why this collides head-on with game live ops
At least four provisions land on standard live-ops tooling:
- Daily streaks (连续签到). "Log in N days in a row" is close to universal in Chinese mobile games, and the punitive design — resetting progress when the streak breaks — is precisely the mechanism that makes it work (see sunk cost and loss aversion in
frameworks.md). The draft bans the "penalise a child for not returning every day" form. This isn't a question of softening it; the mechanism itself is named.
- Push re-engagement. Listing "notifications unrelated to anything the child did" as prohibited directly constrains the most common winback tool.
- Rewards for posting or streaming. Any UGC incentive, creator programme or KOL task system that pays out on post volume or view counts falls inside the ban.
- Infinite scroll and autoplay. In-game feeds — event hubs, store recommendations, community streams — that load without end for minors are in scope too.
Add "no spending traps" and safe settings by default, and the practical requirement is: the version for minors must be a separate design, not a "gentler setting" on the main build.
One easily missed knock-on effect: the chatbot clause states that a chatbot built into a game may not switch on automatically, may not be pushed at children, and must be easy to turn off. A lot of products have spent two years adding AI companions and NPC dialogue — this changes the launch shape of those features.
How to use this mechanism
When your product ships in the EU (or has minor users), build a checklist of the named mechanics and compare your design against it line by line, rather than waiting for a regulator to ask — because the new framework requires you to prove safety yourself, and self-certification starts with knowing which named mechanics you use.
Three transfer judgements:
- This is not EU-specific. Age verification, personalisation off by default, and restrictions on compulsive design are different national implementations of the same regulatory consensus. Doing the design checklist once against the strictest standard is cheaper than adapting region by region.
- Don't count on age gates to solve it. The draft is explicit: self-declared age does not count, and existing accounts whose age cannot be established must be disabled. "The user typed 18" is no longer a valid defence under this generation of regulation.
- The real workload is auditability. You need to be able to show which mechanics are off for minors, what the defaults are, how time limits take effect, and whether verification is zero-knowledge. That's documentation and instrumentation work, not gameplay work — and it decides whether you can be in the market at all.
Three things you can do tomorrow
- Build a checklist of named mechanics and mark which ones your product uses. Four items: punitive daily streaks, re-engagement notifications unrelated to user action, rewards conditioned on posting or streaming, infinite scroll or autoplay. Annotate each with "enabled for minors?" — most teams currently have that column blank.
- Answer one question: can you prove an account's age today? If the birthday they typed at signup is all you have, then under the existing-account provisions you can neither confirm nor keep that cohort within six months. That's an infrastructure problem that needs to be on the roadmap now.
- Check the default state of any in-game AI chat or AI companion feature. If it switches on when you enter the game, the draft requires default-off, explicit opt-in, one-tap disable. Changing it now is a product decision; changing it after entry into force is a compliance incident.
Appendix
Source list
- The KIDS Act explained — official primary document (European Commission FAQ), updated 2026-09-17. Source of most provisions here: the three-band age staircase, the four banned designs, recommender clauses, stranger-contact clauses, AI companion clauses, the games and app stores clause, the six-month existing-account deadline, the zero-knowledge proof requirement, the reversed burden of proof, auditor costs borne by platforms, the 6% fine cap, the 30/90-day expedited procedure, and the fact that video games which are not online platforms are supervised by national authorities
- EU KIDS Act to restrict social media platforms' access to children in the EU — official primary document (European Commission press release), 2026-09-17. Used to confirm the date of adoption and publication
- Draft of new EU law proposes sweeping restrictions on online games — law firm analysis (author Dr Andreas Lober), 2026-09-17. The article body was not retrieved this run (only the title rendered); this card uses one judgement from its search abstract: that the definition is "extremely broad" and could cover everything from Roblox to the multiplayer mode of a disc-based game. That is law-firm opinion, not an official position.
⚠️ Important: this card describes a proposal, not law in force. Under the ordinary EU legislative procedure it must still pass the European Parliament and Council, and provisions may be amended, weakened or removed in the final text.
Evidence and sources
- Source type: official primary document (European Commission). The strongest source type in this library — it is the legislator's own explanation of the text, not commentary on it.
- Evidence tier A, confidence medium-high: provisions can be checked directly against the official pages; the deduction reflects the draft status itself.
- Measurement definitions:
- The "at most one hour" daily limit belongs to the 13–14 guardian-supervised account band, not a blanket limit on all minors — don't over-read it
- The age rules apply only to social networking and video-sharing services; games are not covered by the age rules but by the safety-by-design obligations. These two halves have different scope, and conflating them is the easiest mistake to make here
- Regulatory split for video games: those that are online platforms fall under direct Commission supervision; video games that are not online platforms are supervised by national authorities designated by Member States. This means enforcement may differ between member states for the same game
- The 6% fine cap and the 30/90-day expedited procedure are described in the official FAQ in connection with services and systems supervised by the Commission (very large platforms and AI chatbots); whether the enforcement mechanism and penalties are identical for games that are not online platforms could not be confirmed
- This card's synthesis ("outcome regulation moving to design regulation"; compliance cost shifting from litigation to audit) is this card's inference — the official text does not use these terms
- The observation about the in-game chatbot clause follows the official wording ("Built into a platform or game, a chatbot may not switch on automatically, may not be pushed at children, and must be easy to turn off"); extending that to imply a change in launch shape for in-game AI features is this card's inference
Scope and limits
- Geography: EU only. But the same regulatory consensus (age verification, privacy by default, limits on compulsive design) is landing in different forms in the UK, Australia and several US states — the mechanism direction is comparable, the provisions are not interchangeable.
- Product type: impact scales with "do you have minor users" and "do you sell in the EU." A strictly adult-oriented product not distributed in the EU is largely unaffected; products with UGC, social features, chat, livestreaming or daily streaks are most exposed.
- Timing: draft stage. There is still substantial distance to entry into force and compliance deadlines, so this is design contingency work, not emergency remediation.
- Industry stage: for large publishers with legal teams this is process; for small studios it is a capability problem (integrating age verification, compliance documentation, audit readiness).
What would falsify this
- If the final legislative text removes games from the safety-by-design scope, or deletes streaks from the prohibited list → this card's impact assessment for the games industry must be revised down across the board
- If the European Parliament or Council substantially weakens the reversed burden of proof (for example dropping mandatory independent audits) → the core inference that "compliance cost becomes standing audit cost" fails
- If the official definition of "streak mechanics that penalise a child for not returning every day" turns out to be very narrow (for example covering only forfeiting rewards already earned, not resetting progress) → the impact on standard daily-streak design needs re-assessment
The weakest link in the chain: mapping named mechanics directly onto standard Chinese-market practice. The provisions are written for products in the European market, and no enforcement cases yet define the boundaries of "streak" or "rewards for posting." This card's estimate rests on comparing mechanic shapes, not on legal interpretation.
What data would settle it: the final text; enforcement guidance from the Commission or member-state authorities; the first enforcement cases (typically years away).
Unverified
- The final legislative text's scope for games
- Whether penalties for games supervised by member states match those for very large platforms
- The precise boundary of the "streak" provision (does a streak reset count as a penalty?)
- Whether the six-month existing-account check applies to games (not social platforms) as well
- What "app stores must publish their age-rating methodology" adds on top of the existing IARC / PEGI systems
- The timetable for adoption and the compliance grace period