Latest news with #KoreanStandardClassificationofDiseases


Korea Herald
22-07-2025
- Health
- Korea Herald
Culture minister nominee cautious on labeling gaming disorder as disease
Chae Hwi-young sees gaming as one of Korea's representative forms of leisure culture and a major export Chae Hwi-young, the nominee to head the Ministry of Culture, Sports and Tourism, expressed a cautious stance regarding the classification of gaming disorder as a disease, according to Rep. Kim Seung-soo of the main opposition People Power Party on Tuesday. In a written response submitted to Rep. Kim regarding his confirmation hearing scheduled for later Tuesday, Chae stated, 'Gaming is one of Korea's representative leisure cultures.' He added, 'The scientific basis for viewing gaming disorder as a disease is not sufficient. The issue remains controversial not only among academia, the medical and gaming industries, but also internationally.' Chae, the CEO of Nol Universe and a journalist-turned-tech platform expert, noted, 'I believe that a broad social consensus must be reached before introducing a disease classification code for gaming disorder. Classifying game content, which is a major export sector, as a disease could significantly hurt the gaming industry and its exports.' In 2019, the World Health Organization designated gaming disorder as a disease and included it in the International Classification of Diseases. In response, the South Korean government established a public-private consultative body under the Prime Minister's Office to discuss whether to include gaming disorder in the Korean Standard Classification of Diseases. However, the country has yet to reach a consensus. Amid ongoing divisions between the medical and gaming industries ― as well as between the Health and Culture ministries ― the government had initially planned to launch a fact-finding study last year. The plan was postponed due to sharp disagreements over key issues such as research methodology, the lead agency responsible for the study, specific terminology and the phrasing of survey questions. 'If appointed as minister, I will actively coordinate with relevant ministries on this issue," Chae added. Regarding calls within the industry to allow "play-to-earn" games that utilize blockchain technology and cryptocurrency, Chae said it is too early for such a move. 'I believe a comprehensive decision should be made only after the Financial Services Commission has established a legislative framework to protect users and manage virtual assets," Chae said. 'There are concerns about harm to game users due to the lack of a robust regulatory framework for virtual assets.' Chae also outlined three key strategies to strengthen the competitiveness of Korea's gaming industry. These include expanding tax incentives and financial investment to support the development of major intellectual properties, promoting AI-powered tools to make game development accessible to anyone with creative ideas and supporting entry into new overseas markets to position gaming as a strategic export industry. The National Assembly's Culture, Sports and Tourism Committee is scheduled to convene at 2 p.m. Tuesday to discuss items including the adoption of the confirmation hearing plan for Chae's nomination.


Korea Herald
22-07-2025
- Health
- Korea Herald
Culture minister nominee Choi Hwi-young cautious on labeling gaming disorder as disease
Choi Hwi-young, the nominee to head the Ministry of Culture, Sports and Tourism, expressed a cautious stance regarding the classification of gaming disorder as a disease, according to Rep. Kim Seung-soo of the main opposition People Power Party on Tuesday. In a written response submitted to Rep. Kim regarding his confirmation hearing scheduled for later Tuesday, Choi stated, 'Gaming is one of Korea's representative leisure cultures.' He added, 'The scientific basis for viewing gaming disorder as a disease is not sufficient. The issue remains controversial not only among academia, the medical and gaming industries, but also internationally.' Choi, the CEO of Nol Universe and a journalist-turned-tech platform expert, noted, 'I believe that a broad social consensus must be reached before introducing a disease classification code for gaming disorder. Classifying game content, which is a major export sector, as a disease could significantly hurt the gaming industry and its exports.' In 2019, the World Health Organization designated gaming disorder as a disease and included it in the International Classification of Diseases. In response, the South Korean government established a public-private consultative body under the Prime Minister's Office to discuss whether to include gaming disorder in the Korean Standard Classification of Diseases. However, the country has yet to reach a consensus. Amid ongoing divisions between the medical and gaming industries ― as well as between the Health and Culture ministries ― the government had initially planned to launch a fact-finding study last year. The plan was postponed due to sharp disagreements over key issues such as research methodology, the lead agency responsible for the study, specific terminology and the phrasing of survey questions. 'If appointed as minister, I will actively coordinate with relevant ministries on this issue," Choi added. Regarding calls within the industry to allow "play-to-earn" games that utilize blockchain technology and cryptocurrency, Choi said it is too early for such a move. 'I believe a comprehensive decision should be made only after the Financial Services Commission has established a legislative framework to protect users and manage virtual assets," Choi said. 'There are concerns about harm to game users due to the lack of a robust regulatory framework for virtual assets.' Choi also outlined three key strategies to strengthen the competitiveness of Korea's gaming industry. These include expanding tax incentives and financial investment to support the development of major intellectual properties, promoting AI-powered tools to make game development accessible to anyone with creative ideas and supporting entry into new overseas markets to position gaming as a strategic export industry. The National Assembly's Culture, Sports and Tourism Committee is scheduled to convene at 2 p.m. Tuesday to discuss items including the adoption of the confirmation hearing plan for Choi's nomination.


Korea Herald
17-06-2025
- Health
- Korea Herald
Can Korea's gaming industry win big under new president?
President Lee Jae-myung's pro-gaming stance boosts hopes for nation's gaming industry, but its policy impact remains uncertain Once a global powerhouse in online and mobile gaming with legacy titles like MapleStory and Lineage, South Korea's gaming industry has seen its international influence wane in recent years. But with the election of a new president who champions gaming, the industry may be poised for a turnaround. President Lee Jae-myung has positioned himself as a vocal advocate for the country's game developers and players. His pro-gaming stance has sparked cautious optimism in some corners of the industry, though it remains to be seen whether his campaign rhetoric will result in actionable policy. 'In the past, by classifying games as an addictive substance, Korea, once a leading nation in gaming, was overtaken by China,' Lee said during a May 17 esports event. '(I think) it's important not to treat games like drugs.' Lee has repeatedly cited gaming as a key pillar of Korea's content economy. His campaign promises included a slate of initiatives to revitalize the sector by increasing the budget for a game-focused parent fund, loosening regulatory constraints, supporting international expansion and bolstering the domestic indie game ecosystem. Notably, he also pledged to delay adding gaming disorder to the nation's official disease classification system — a particularly contentious issue given ongoing debates over how to address youth gaming addiction. The final decision on whether gaming disorder will receive official medical recognition is expected to hinge on the 10th revision of the Korean Standard Classification of Diseases, due by year's end. Still, the president's remarks and pledges have already drawn positive reactions from developers and players alike. "If the policies that President Lee has proposed are implemented, the competitiveness of Korea's gaming industry will be further strengthened, especially the decision to postpone the disease code classification and delegate regulation duties to private-sector for game ratings," said an official from a local game production company, speaking on condition of anonymity. 'All this time, the mainstream view was that games are harmful or something to be controlled for addiction issues, but now it feels incredibly moving to see that we're entering an era where games are being seen as a future industry,' said Lee Byung-joon, a gamer in his 20s. Yet for many in the industry, optimism is tempered by experience. 'President Lee is among the most motivated leaders we've seen to actively support the nation's gaming industry, but a lot of pledges from politicians have fallen apart in the past, so it's too early to be completely optimistic,' said an official from a local video game publisher. 'Also, the pledges are a bit vague right now. Since policy direction tends to be fluid in the early stages of a new administration, a concrete implementation roadmap for up-to-date, trendy policies is necessary to build trust." Over the past decade, South Korea's gaming dominance has eroded. A combination of rising international competition and internal controversy has contributed to the downturn, with the rapid ascent of Chinese gaming firms, buoyed by aggressive government support and a series of strategic overseas acquisitions, being pointed to as one of the key factors. On the home front, local game developers have been plagued by consumer distrust following a string of scandals involving misleading odds disclosures. At the policy level, inconsistent government support and debates on classifying gaming addiction as a medical condition have been pointed out as other factors that further strain the industry.