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Should Korea classify game addiction as a disease?

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People play online games at an internet cafe in Seoul, better known as 'PC bang' in Korea,  in this February 2023 photo. Newsis

People play online games at an internet cafe in Seoul, better known as "PC bang" in Korea, in this February 2023 photo. Newsis

Statistics Korea faces pushback on gaming disorder health code exclusion
By Lee Yeon-woo

As Korea looks toward a major revision of its disease classification system, there is a growing debate about whether gaming addiction should be officially categorized as a mental disorder.

Rep. Kang Yu-jung of the main opposition Democratic Party of Korea proposed a bill to amend the Statistics Act, Tuesday, aiming to prevent the classification of gaming disorder as a disease.

This legislative move seeks to reduce the binding force of the current law, which mandates adherence to international standards when updating the Korean Standard Classification of Diseases (KSD) every five years. The bill also calls on Statistics Korea to gather input from various stakeholders and experts before making revisions.

The next KSD revision is scheduled for 2025.

Kang's proposal of the revision came as the World Health Organization (WHO) included gaming disorder in its 11th revision of the International Classification of Diseases (ICD-11) in 2019.

ICD-11 defines gaming disorder as a pattern of persistent or recurrent gaming behavior, including impaired control over gaming, increased priority given to gaming over other life interests and daily activities, and a continuation or escalation of gaming activity despite negative consequences.

"There has never been a case where a disease listed in the ICD-11 was not registered in the KSD," Cho Mun-seok, a professor at Hansung University, said. "Based on past trends, we believe there is a high likelihood that gaming disorder will also be included in the KSD."

Opinions on this issue are remarkably divided in Korea, one of the world's top esports powerhouses.

The gaming industry, supported by the Ministry of Culture, Sports and Tourism, has expressed strong criticism of the proposed recognition of gaming addiction as a disorder, arguing that it could harm the content industry. In contrast, the Ministry of Health and Welfare supports the classification, citing public health concerns and the need for appropriate treatment and support systems for those affected.

"If gaming addiction is classified as a disease, the domestic gaming industry worth 20 trillion won ($14.4 billion), which constitutes 67.8 percent of total content exports, is projected to decrease by approximately 8.8 trillion won over two years," said Kang, a former content critic.

Besides its financial impact, some experts also suggest that the WHO's decision has yet to receive a nod from researchers.

Matti Vuorre, a social and behavioral science professor at Tilburg University, noted that classifying gaming disorder with a disease code is a complex issue and one on which researchers have not reached a consensus. In a recent seminar hosted by the Korea Creative Content Agency in Seoul, he pointed out that the labeling could lead to the unintended consequence of stigmatizing children and adults who enjoy gaming as if they have an addiction problem.

"Rather than blindly following the WHO in classifying gaming disorder as a disease, it is essential to engage in independent and thoughtful consideration tailored to the specific context of Korean society," Park Jong-hyun, a law professor at Kookmin University, said.

As disputes intensify, Statics Korea explained on Wednesday that the KSD revision that reflects the ICD-11 standards is scheduled in 2030, not 2025.

"The decision will be made through a comprehensive process of gathering opinions, including research, public hearings, and discussions led by a public-private consultative body," a Statistics Korea official said.

Lee Yeon-woo yanu@koreatimes.co.kr


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