Indonesian media regulation (Valve apps and PayPal)

 

Question:


Analyze the challenges of regulating media in the digital age.


Regulating media can be a tricky thing and this is more evident now with the invention of the internet as because of it media is much harder to regulate properly. An example of this going wrong is the ban of several platforms such as Steam, PayPal, Origin, Yahoo, Epic Games, etc. in Indonesia as they did not met the requirements standards of the Indonesian censorship which was written by Kominfo, the rules states and I quote. 

"In line with the rules, companies deemed “Private Electronic System Providers” must register with the government’s database to operate in the country, or otherwise face a nationwide ban. Indonesia gave companies until July 27th to comply and has since banned those that haven’t.". 

After the news broke out of these bans people started to bombard Kominfo for their rash decision making as by banning platforms such as PayPal and Steam Kominfo has stripped people of their ability to process payments for international business and the ability to play most video games, this is most evident with gamers since they blocked Steam, Origin and Epic Games they can't download or play any games which makes them dissatisfied and even if they did get past the ban by using a VPN they still can't make any online transactions with the app since they also blocked PayPal which restricts them from making any in-game purchases.

with most people (mostly gamers) feeling unsatisfied with the matter they took to social media and even tried to cancel the company with some even hacking the company's databases because of the matter. After being destroyed on several social media platforms and having their database hacked Kominfo was forced to back down a little and unban all the apps.

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