Is Gaming Addiction Set to Become an Official Disease in Korea?

several korean boys playing video game infront of moniter

In Korea, a big debate is heating up about whether gaming addiction should be classified as an official disease.

This discussion has gained momentum because of the World Health Organization’s (WHO) decision in 2019 to list “gaming disorder” as a recognized mental health condition.

Now, Korea is considering following in WHO’s footsteps, as they working on reforming its medical classification system by 2030.

This could have significant effects on the gaming industry and its players. Here’s a look at what’s happening and why it matters.

What is Gaming Disorder According to WHO?

The World Health Organization’s International Classification of Diseases (ICD-11) defines gaming disorder as a pattern of gaming behavior characterized by:

  • Loss of Control: Struggling to control the amount of time spent playing games.
  • Prioritization of Gaming: Placing gaming above other life activities and interests.
  • Continuation Despite Consequences: Continuing to play even when it leads to negative outcomes, such as poor academic performance, job loss, or strained relationships.

For a person to be diagnosed with gaming disorder, these behaviors usually have to be present for at least a year and cause significant problems in their daily life.

The ICD-11 treats gaming disorder similarly to how it classifies gambling addiction, underlining persistent and harmful behavior patterns.

Why is Korea Considering This Classification?

Korea is known as a global gaming powerhouse, with video games making up a huge portion of its economy.

As of 2023, games accounted for 64.1% of Korea’s cultural/entertainment exports, bringing in around $8.34 billion outperforming even K-pop (8.1%) and K-drama (6.4%) in terms of export value.

With such a massive gaming culture, any move to classify gaming addiction as a disease could have far-reaching consequences.

Korea’s medical classification system, the Korean Standard Classification of Diseases (KCD), often aligns with the WHO’s guidelines.

If Korea decides to include gaming disorder in its KCD, it could mean that gaming addiction will become officially recognized as a mental health issue by 2030.

What are the Concerns About This Change?

While some experts believe that recognizing gaming addiction as a disease could lead to better mental health support, others worry about the potential downsides. There are several key concerns:

  1. Impact on the Gaming Industry: According to research commissioned by the Office for Government Policy Coordination, the industry could face losses of up to 8 trillion won ($5.7 billion) – nearly half its current value if gaming addiction is recognized as a disease. This could lead to stricter regulations and possibly harm the industry’s growth and international competitiveness.
  2. Investment challenges: The negative association might deter both domestic and foreign investment in Korean gaming companies.
  3. International perception: As a major exporter of games, Korea’s stance on gaming addiction could influence global attitudes toward its products. As we are seeing it with TikTok (China vs USA).
  4. Stigmatization of Gamers: Dedicated players, previously known as “hardcore gamers,” might suddenly find themselves labeled as having a mental illness.
  5. Lack of Clear Definitions: Many experts argue that there is no clear agreement on what constitutes a gaming disorder, making it difficult to diagnose and treat effectively. This lack of clarity could lead to confusion and misdiagnosis.

How Are Politicians and Experts Reacting?

The debate has reached the political arena, with different parties taking various stands on the issue. Some lawmakers are working to prevent gaming addiction from being classified as a disease, while others push for it.

Kang Yu-jung, a Democratic Party policymaker, has suggested revising the Statistics Act to ensure that any changes to the KCD would require feedback from experts and stakeholders. This would create a more transparent process, taking into account diverse opinions on the matter.

Additionally, lawmakers plan to form the Game Policy Forum, a bipartisan research group aiming to improve public perception of video games and push for deregulation of the industry.

What Does This Mean for Gamers and Society?

If gaming addiction becomes an official disease in Korea, it could change how society views gaming. Gamers might face more scrutiny and pressure to change their habits. Parents and educators may also need to pay more attention to the time children spend playing games, ensuring they strike a healthy balance with other activities (many countries, including China, already put such time limits on kids’ game play).

On the flip side, recognizing gaming addiction could provide support for individuals struggling with excessive gaming, helping them find the help they need. It could also lead to more awareness and understanding of gaming’s role in mental health.

What Lies Ahead for Korea’s Gaming Future?

Korea is currently at a crossroads regarding gaming addiction’s classification. The Ministry of Culture, Sports, and Tourism opposes the move, while the Ministry of Health and Welfare supports it.

As the debate continues, the final decision will likely have a significant impact on Korea’s gaming culture and its position on the global stage.

This news is based on the article written by Cho Yong-jun of Korea JoongAng Daily.

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