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South Korea Grapples With Online Gaming Addicts

Thanks to Yahoo News/Reuters for their story discussing the problems associated with online gaming addiction in MMO-crazy South Korea. According to the article, a 12 year-old named Lim's "love affair with the fantasy game [Lineage] saw him fall foul of the law after he stole $16,000 from his father and ran away to feed a passion for online gaming." This issue is particularly marked in Korea since "...about 70 percent of South Korea's 48 million people have access to the Internet, with 11 million using high-speed services, the world's highest broadband penetration rate." The article ends with the note that, "while some game industry alliances have been pushing game makers and distributors to provide purchasing guidelines, the likelihood of authorities imposing regulations that may pull the plug on a lucrative 500 billion won [$420 million] industry seems unlikely."

73 comments

  1. Re:Seriously... by Anonymous Coward · · Score: 0, Flamebait

    So drug addicts shouldn't be protected from themselves? one persons problem is eventually going to become our problem.

    Typical fucking Republican.

  2. Re:Seriously... by a+whoabot · · Score: 1

    No, they shouldn't I've known at least one opiate addict. Perfectly fine and nice person. He would ask "what's so bad about addiction?"

    The dangers he would say lied in dirty needles with regards to injection of opiates. He knew of no ill-effects, apart from the supposed "addiction", but he just didn't believe addiction was bad. I personally don't know of any substantiated ill-effects of opium either, so...

    I'm not Republican(not from the States) and not "conservative" by any measure either.

    On a side note: I had another friend who once told me: "addiction is how people become great at things." (he was addicted to playing bass). I'll never forget that.

  3. All wrong. by Cosmik · · Score: 5, Funny

    See, this kid got it all wrong. If you are going to play MMOs and commit a crime, you may as well put them both together.

    Nothing like killing two birds with one stone. And the kid learns a life skill or two (ie pimping) so he can use them on the street when his cash runs out.

  4. Re:Seriously... by Babbster · · Score: 0, Offtopic
    So you're accusing republicans of being soft on drugs? That's hilarious.

    While I'm in favor of educating children about the dangers of addiction [to anything], there's only so much a government can do in that area. If I decide to use heroin and at some point overdose on it, is that REALLY the government's fault? After all, no one - apart from the most hardcore Pollyanna - believes that drug abuse can be eliminated from the entire population, so what is the government's true responsibility beyond "due diligence" (i.e., doing the best one can)?

    As for the original topic: Unless MMOGs are to be declared an addictive health hazard suitable for regulation, all any [democratic] government can really do is shrug and move on when the weak-willed fall victim to their addiction. Of course, if such a determination is to be made then how about we start instead with television? I would submit that far more people fall victim to TV addiction and the diseases/conditions related to the resulting sedentary lifestyle - the number of people addicted to MMOGs doesn't even represent a drop of water in an ocean compared to those addicted to TV.

  5. Re:Seriously... by Anonymous Coward · · Score: 0

    I agree, addiction does result in being great at doing what you are addicted to. I can certainly see the benefits of being able to roll the perfect blunt, cooking up and sanitizing your needle, etc.. It means you get better at getting high. All things that should get you hired in no time flat.

  6. Why South Korea? by MBCook · · Score: 4, Interesting
    Could someone tell me why I hear so many things like this about South Korea, Japan, China, Hong Kong, and other Asian countries? I've heard one or two stories about people in the US being addicted, but I seem to hear tons from the whole Asian area?

    Why is this? Is this a cultural thing (they encourge you to be part of a group, as opposed to the current US mantra of "be yourself")? Does it have to do with availibility of the games (there are very few gaming cafes here in the US for example)? Is it some other issue (I'm not willing to pay $10 a month or whatever for a game that I already own but pricing structures are different over there)? Is this just an outgrowth of how RPGs are much MUCH more popular than here in the US?

    Thanks for any answers you can give me.

    PS: And why SHOULD I pay $10 a month for a game I already paid $60 for? Silly marketing execs. Now if the game was free upfront and it was only the monthly fee, I could be lured in...

    --
    Comment forecast: Bits of genius surrounded by a sea of mediocrity.
    1. Re:Why South Korea? by y0bhgu0d · · Score: 2, Insightful

      Now if the game was free upfront and it was only the monthly fee, I could be lured in...

      Like the Korean MMORPG Ragnarok Online, perhaps?

    2. Re:Why South Korea? by Cosmik · · Score: 3, Interesting

      I think the answer has many facets which I won't go into while I should be working *grin*, but I just wanted to mention that the US has it's problems with online addiction too - there have been quite a number of articles in newspapers discussing how online games have caused problems for people and their dependants (Everquest is a major contributer to this).

      Just quickly though, some of the reason you hear more about this in Asia is because the population is larger (ie more chance of this to happen) and especially in Korea there is large push to get everyone onto broadband (whereas less people have access to a connection able to play games in the US or elsewhere). In fact, Asia as a whole is pushing to be technologically advanced in a major way - the US isn't on the same level in terms of this. More exposure to the internet = more exposure to online games.

      Although it's not documented anywhere, I feel another reason may be because not many people in the US etc are prepared to talk about online addiction. There's certainly a bit of a taboo about it being an addiction. Asia seems more ready to admit it.

    3. Re:Why South Korea? by jsse · · Score: 2, Interesting

      Is this a cultural thing

      Kinda. Parents would rather see them playing computer games than let them going out. At least you have less chance getting hurt from playing computer games. :) I cannot speak for most asians, but parents in general do not support their kids participating in sports or outgoing activities. I'm a Judo coach myself, and the major obstacle to the kids' judo development is their parents, whose want them studying at home instead.

      I've been told of a story in Japan a completely naked Japanese boy was found falling unconscious in the middle of stinking junks of his locked room. Investigation revealed that his parents love his kid so much that they don't dare enter his child's room without his permission. Since he has no friend and he doesn't need to go out so he doesn't find any need to tidy up his room or even wear clothes. He fell into coma after 3 days straight of gaming without drink or eating.

      (there are very few gaming cafes here in the US for example)

      Because we usually don't have something called 'Parents' basement' here. :) We live with our parents in a very small apartment and kids like to go to internet cafe for online games so as to avoid their parents interference.

    4. Re:Why South Korea? by sandalwood · · Score: 2, Insightful

      This is not a complete answer, but to generalize vastly, the competition is really fierce. Games are played to be won and to be a demonstration of skill. This permeates a lot of East Asian culture, and I am sure you could delve into history to find all kinds of examples of this, although anyone who's had a traditionally-minded Asian mom* will understand what I mean. Piano lessons, anyone? ;)

      Accordingly, you "win" at MMORPGs by investing more time into them. I'm not saying their parents are making them do this, of course - just that the idea of "winning" is very important in these cultures.

      There are other factors too, of course - high broadband penetration in South Korea and the group-oriented gameplay of titles like Lineage. I might add that being part of a group isn't just important in Asia, it's important everywhere. How many times have you heard people go, "Well, I really only log onto EverQuest to chat with my guild these days"...

      *my mom is from Tokyo

    5. Re:Why South Korea? by strech · · Score: 2, Informative

      South Korea specifally - It has highly a concentrated population, especially in Seoul, so being highly networked isn't as much of a problem and was heavily pushed for.
      Also, there were no japanese consoles up until recently (due to old import laws) so gaming became an entirely PC thing, and with the high broadband rates network games (not just MMORPGs, but stuff like Starcraft as well) and cyber cafes became extremely popular with a lack of competition.
      The culture does seem to be different as well, as there is an emphasis on participating in the group given the descriptions I've seen of some of the teamwork showed in Lineage.

      P.S: There's the upfront+monthly costs because there's upfront+montly costs in making the game. They have a long development time with a large team due to the amount of content necessary, and they have highly monthly costs due to servers (relatively cheap) and staff continuing to work on the game (not relatively cheap).
      There are some free or cheap upfront games, of course, but they tend to be more modest efforts and/or be specifically targeted to smaller groups. Not to say they aren't worthwhile; "A Tale in the Desert" is a free download, $13.95 monthly, and apparently is quite good (I have never tried it, if only because I spend far too much time with games as it is).

    6. Re:Why South Korea? by Otter · · Score: 2, Interesting

      Also, has anyone seen meaningful numbers about this sort of thing? I agree that you almost always hear these stories about Asia (which is worth explaining) but it's not like that's remotely proof that game addiction is genuinely more common there.

    7. Re:Why South Korea? by NanoGator · · Score: 2, Insightful

      "PS: And why SHOULD I pay $10 a month for a game I already paid $60 for? Silly marketing execs. Now if the game was free upfront and it was only the monthly fee, I could be lured in.."

      You do realize that it costs them money every month to run and moderate the on-line servers, right? MMORPG's aren't like Quake where anybody can host a server. Assuming service is good, the price is reasonable.

      --
      "Derp de derp."
    8. Re:Why South Korea? by RzUpAnmsCwrds · · Score: 2, Informative

      (there are very few gaming cafes here in the US for example)

      There are 3 in my city of 100,000.

    9. Re:Why South Korea? by nelsonal · · Score: 2, Interesting

      I think his point is that the companies should cut the price of the game to boost their subscriber rates. As an example, I got a cheap AO (downloaded copy I think they charged me about $20) and subscribed for a year. If the price had stayed around $40, I would have never subscribed, but thought it was worth checking out for $20. Later I realized I would have been better off, buying a copy off the shelf, you got a nice map, and a free month for the same $20.

      --
      Degaussing scares the bad magnetism out of the monitor and fills it with good karma.
    10. Re:Why South Korea? by Louis+Guerin · · Score: 3, Informative

      There are 3 in my city of 100,000.

      There are about a dozen in my town of Daesan, South Korea, pop. 30,000.

      Seosan, pop 150,000 (about twenty minutes away), has hundreds. As many PC Rooms as bars, easily.

      L

    11. Re:Why South Korea? by asjk · · Score: 2, Informative
      "Could someone tell me why I hear so many things like this about South Korea..."

      First of all your asking g33ks a sociology question; but since we are free to speculate I'm going to have to say that, in the absence of any data other than a suspected higher percentage of users that this may be one answer. In other words, since there are more people using there are more abusing. The article leads me to believe, however, there is more to it than that. Some have alluded to the status this type of activity bestows. This quote seems to buttress that.

      "Some professional gamers are as young as 13, and there are more than 50 pros starring on gaming channels on a regular basis," she added. "One superstar even has a fan club with more than 100,000 members."

      I don't think there is any US equivalent to this yet. Also I haven't heard of any US cases of the more extreme examples as reflected in this quote.

      "Local media has reported six deaths related to online gaming since late 2002, including a gamer who killed his sister after becoming confused between the online world and real life.."

      Summary: the sheer number of users may account for the higher incidents of Asian aberrancies. There is certainly more information needed to explain things further.

    12. Re:Why South Korea? by bugbread · · Score: 2, Insightful

      First, an aside: the US mantra may certainly be "be yourself", but it's just as conformist as Japan or Korea. It just doesn't like to admit it.

      On topic: There are many reasons for MMORPG success in Korea; I'll take a stab at mentioning one that hasn't been mentioned so far.

      (Although it's a chicken-vs-egg argument), the wide range of people playing means that you are not necessarily playing against the stereotypical l33t h4xx0r or "30 year old in mom's basement" types. This increases the appeal for regular folks, as they realize that they are playing against other regular folks. This removes a lot of the stigma attached to games like this, and also makes it easier to meet up with friends from real-life within the game.

    13. Re:Why South Korea? by Matrix272 · · Score: 2, Funny

      Although it's not documented anywhere, I feel another reason may be because not many people in the US etc are prepared to talk about online addiction.

      Technically, since you posted it, it's now documented. However, I agree. Most addicts don't want to admit they're addicts. Now that I've cleared the air, I'm here to admit that I'm addicted to Final Fantasy XI. It's a fabulous game with many possibilities that I want to sell my house, quit my job, and desert my friends and family for. I certainly feel that spending 20 hours a day trying to make gil and get to lvl 75 is far more important than working at a job, spending time with loved ones, or just generally having a good wholesome life. I fully admit my addiction, and I'm here looking for help.

      --
      "It's better to have a gun and not need it than need a gun and not have it." ~ Christian Slater, True Romance
    14. Re:Why South Korea? by Anonymous Coward · · Score: 0

      About the $10 a month on games: MMO games rely heavily on VERY high bandwidth, LOTS of storage space, and most especially near-perfect uptime and reliability.

      I played one back some years ago. The game itself looked like NES-quality graphics, and would run fine on a 386.

      The problem was that the game had around 50,000 players. The server sucked up a T3 line and still lagged during peak times (And T3's aren't cheap), and the second the game goes down, you have about 5 to 10 thousand angry customers who can't log in. If a harddrive goes, and everybody loses their stuff, then you have a REAL problem if you can't recover the data and have to wipe the accounts out.

      The thing that's the scam is selling the game for $60 in the stores to begin with. A good deal of MMO games have the game free for download, or you can order it on CD to save yourself the time it takes to download a 500 meg partial install.

    15. Re:Why South Korea? by theMerovingian · · Score: 1

      I am guessing the reason you are addicted is simply good storytelling.

      The word mythology, somewhat generically used, refers to transcendent human experiences that everyone can relate to. Such cliche stories as "All men want to be strong heroes", "women want to be rescued by handsome guy", "overcoming all odds".

      Good game designers simply include as many of these experiences as possible, within the constraints of a challenge/reward system. Thus, you have an environment where you are capable of self-actualizing. Maslow's heirarchy of needs is a pyramid, where all your basic needs (food, air, sleep, safety, etc) must be fulfilled, before you can focus on your emotional and higher needs. Since you sit an play games all day, your financial needs, food, etc. are all being met. The only remaining motivator for you is to develop your highest level of emotions, need for personal interaction, and being rewarded for your actions/ideas.

      Game therapy is easy. Find situations in real life that reward you in a way *similar* to the game. If you like teaming up with people and going to kill some stuff in the game, then join a softball team in real life. If you like developing your character, then start going to the gym and eating healthy. If you like finding rare items, then redesign your house and save up money for new furniture and electronics.

      Everything that you like about gaming is an echo of something in real life - you just have to hunt for it a little bit.

      --
      "If you think you have things under control, you're not going fast enough." --Mario Andretti
    16. Re:Why South Korea? by Anonymous Coward · · Score: 0

      You do realize that there are up-front costs to initially develop and publish the game, don't you? The box costs money, the pressing of CDs costs money, and the printing of documentation costs money. Someone takes a loss when games are slashed down to $20 from the typical AAA rate of $40 or $50, generally the retailer but sometimes the publisher (and at that point likely the developer, assuming they get royalties).

      As for subscription rates...a company has to be making more money from subscribers than it is outlaying - remember that as the number of accounts grows, the number of servers, amount of bandwidth, and amount of customer service needs all grow as well. Having a lot of accounts only helps when there is a built in amount of profit per account. Remember, game companies are not charities, but for-profit entities.

    17. Re:Why South Korea? by Tyggyr · · Score: 1

      Online games and video chat rooms are a big part of the social scene in South Korea. Women get dressed up for a night at the internet cafe. Part of the attraction is that if you meet someone online, they generally live in Seoul and so are a short subway ride away...

      As recently as a year ago gamers were paying the equivelent of US$25/month for the online MMOG's such as Lineage.

      That pales in comparison to the avatar chat people which would pay monthly $10 PLUS US$50+ for clothing & accessories for their avatars. The fashion-concious willingingly pay top dollar for limited edition clothes!

      In terms of integrating technology into society, SK is years ahead of the US and Europe.

    18. Re:Why South Korea? by nelsonal · · Score: 1

      Sure, but I would think there would be a better market if they switched the pricing structure around to lower initial cost and higher subscription costs. Assuming that there are flat variable network and server costs for each additional user (the 1,000,000 user costs the same amound as the 100,000th). Let's say its $5 in costs for support, bandwidth, servers, patch development etc. The company has two choices sell the game for $40 and charge $9.95/mo or sell the game for $20 (or even free) and charge $15/mo. It doesn't take too many months of use and you have more than made up for the lower initial price on the second plan. Imagine how much more interest there would be in a well developed and promoted MMORPG that was priced at the, "I'm bored, let's give this a try item". Look at how cellular phones are sold. Nokia gets an average of $150 per phone, and most consumers pay between $0 and $100 for their new phone. The phone companies are happy to reduce the initial costs if it means a subscriber, who is likely to stay for a decent amount of time.

      --
      Degaussing scares the bad magnetism out of the monitor and fills it with good karma.
    19. Re:Why South Korea? by Moonshadow · · Score: 1
      PS: And why SHOULD I pay $10 a month for a game I already paid $60 for? Silly marketing execs. Now if the game was free upfront and it was only the monthly fee, I could be lured in..

      Well, bandwidth and content creators aren't free, you know.

    20. Re:Why South Korea? by asdfman2000 · · Score: 1

      Because in America, they don't have professional Gamers in music videos. They don't even really have professional gamers.

    21. Re:Why South Korea? by blueZhift · · Score: 1

      I once asked a Korean friend about this. She said that she thought that the MMO game craze was due to the very competitive spirit of the Korean people. Perhaps this really says it all, from what I've seen, there is historically a great love of gaming (and wagering) in east Asia. So it's only a natural progression to see this reflected in computer gaming.

    22. Re:Why South Korea? by tabby · · Score: 1

      http://www.gamespy.com/gdc2003/korean/

      --
      I've experiments to run, there is research to be done on the people who are still alive.
  7. Related News? by $exyNerdie · · Score: 3, Interesting

    12 year-old named Lim's "love affair with the fantasy game [Lineage] saw him fall foul of the law after he stole $16,000 from his father and ran away to feed a passion for online gaming

    In another news, South Korea's credit card crisis worsens. But these maybe unrelated...

  8. Re:Seriously... by Molina+the+Bofh · · Score: 1

    The problem is that some people are simply too stupid or become too addicted to something to have common sense.

    These laws are intended to help them. For instance, in many countries there are laws requiring the use of safety belts in a car. Without these laws, many lifes would be lost. Yes, it's something everyone should do, without the need of any law. But some just do it because it's required.

    Laws should help the society as a whole.

    Of course we know that overprotective laws are awfully bad.

    --

    -
    Roses are #FF0000, Violets are #0000FF, find / -name '*base*' |xargs chown -R us && mv zig greatjustice
  9. Re:Seriously... by MBCook · · Score: 1
    You may be feeding a troll, but thanks for making a good point. I think understanding that after a certain point throwing money at things (like anti-drug programs) has VERY little benefit is often taken for not caring.

    And unfortunatly your reply that was on topic is quite true. I think what we really need is something to fix our current culture that seems to breed addicts more than 50 or 75 years ago (maybe this is just a perception thing?).

    --MBCook (a typical fucking Replublican) who doesn't think this comment is worth most people's time

    --
    Comment forecast: Bits of genius surrounded by a sea of mediocrity.
  10. Re:Seriously... by a+whoabot · · Score: 1

    As I mentioned(with the "he was addicted to playing bass" thing), that last point applies to more than just drugs. I think you can easily realize that an opiate addict's primary concern is not with getting "hired" as you mention, so I still don't see how it's bad. They don't care as much about getting hired, so if it injures their chances of getting hired they don't care as much. Not everyone's addiction is their job and money. (note: the guy I knew held done his job finely, he just lived in a shitty apartment, had no car and had no major appliances, but does he care? No, he's too "voided"-out to).

  11. Interesting but an extreme case by DrDoombender · · Score: 3, Interesting

    Obviously this is an extreme case of gaming gone amuck. However, it would be interesting to see what the South Korean government cooks up to help curtail video game addiction. Hopefully it will be well thought out and not absurd. The real question is how do you stop a problem like this? You can do ad campaigns, include restrictive legislation (which I think they already have something about limiting the time of day for game playing). However, could they include moral values, or reality values into the MMORPG games?(IE: yeah, the cyber world is great, but the real world is better).
    I think this is a social psychological problem. malajusted people look for escapist realities to cope with a dissapointing life. Plus, if you do poorly in school, but your a hero in a virtual world, wouldn't you want to go where your welcome?

    Overall, I hope this kid grows out of his addiction to video games or at least learns to moderate, but I do think that something else in his life is making games more appealing than real life. However, we don't get to see that because of the articles focus. Ask the why.

    Anyway, that's my two cents.

    1. Re:Interesting but an extreme case by Louis+Guerin · · Score: 1

      Yeah, pretty extreme. I heard about a Korean high school kid, a year or so ago, who died (dehydration?) after an 84-hour gaming run at a PC Bang - this freaked out Korean society enormously, and noises were made about doing something about the "gaming problem".

      IANAK, but I am an English teacher working here, so I'm half-qualified to comment. I think there are a few things in play.

      The Korean government and Korean society in general is pretty hands-on, what you could call interventionist. There's also a massive generation gap. Things like technology are a two-edged sword in this country, and Korean society is constantly pointing the finger at "foreign" problems such as this, while ignoring "traditional" vices like prostitution, alcoholism, domestic violence. Also, Koreans are incredibly competitive, and kids work their arses off to beat one another at their game du jour. Young people spending more time playing games mean young people spending less time becoming Good Upstanding Citizens.

      So, yeah, while this is an extreme case, it's just the sort of thing which will hit the hot buttons to get kneejerk public reactions backed up by law.

      L

    2. Re:Interesting but an extreme case by (trb001) · · Score: 3, Interesting

      How about restricting gameplay time to 8 hours a day? Or even 12, or 16. Something that forces you away from the computer (or, at least, the game) for X hours a day. Throttle back subscription fees if must, but it would be, IMHO, a hard case to make that you are going to play more than 16 hours a day of any game.

      --trb

    3. Re:Interesting but an extreme case by Matrix272 · · Score: 1

      However, it would be interesting to see what the South Korean government cooks up to help curtail video game addiction.

      Why is it always the government's job to step in and do something about stupid people who do stupid things? Why not just let them ruin their lives, and their credit? They're not hurting anyone but themselves, and it's their choice anyway.

      --
      "It's better to have a gun and not need it than need a gun and not have it." ~ Christian Slater, True Romance
    4. Re:Interesting but an extreme case by AzraelKans · · Score: 1

      Or.. you could realize we are talking about 1 (one) kid with obvious social and psychological problems who decided to commit a crime, 1 out of 3,000,000 people that play the game in a daily basis and live ordinary lives.
      This is just a yellow note, just like those we heard about violent games turning people into maniacs all the time. Its not true any government wouldnt do anything about it, unless at least a hundred cases like this ocurred.

      Yes, people use internet coffees a lot in korea and they play a lot of MMORPG and RTS in there.

      --
      Go ahead MOD my day!
      More opinions here
    5. Re:Interesting but an extreme case by DrDoombender · · Score: 1

      umm....yeah...I think that's my the subject of my topic is Interesting but an extreme case. So, yeah, I know that its about one kid. However, YOU must realize that people become addicted to things such as games, gambling, and drugs. South Korea recognizes that online games have changed their society. The question is how are they going to react to this. If this story gets headlines, and its a big deal, will they overreact like some countries? that was my point. Apparently I wasn't clear enough for you.

  12. it's bad in the us too.. by ickna · · Score: 2, Interesting

    it's not AS bad in the US, but I had a friend who got hooked on everquest. bought it the day it came out, and I didn't see him for about a year, and he nearly failed school because he spent all his time on it instead. regulating online gaming probably won't help much, it's up to parents to impose limits on their kids, and the process of natural selection will eventually weed the weaker (see: MMOG player) out in favor of the stronger.

    --
    - ickna http://www.ickna.com
  13. Re:Seriously... by illuminata · · Score: 3, Interesting

    Yes, what's often considered flamebait on Slashdot is indeed the truth. To me, this sounds more like a really spoiled kid who wasn't given his way than a true addict.

    Really, anybody who does something in excess could be called an addict nowadays. If overdoing something leads to you causing trouble for somebody else, then you should be held fully accountable for it, just like drunk drivers are for killing somebody with their vehicle.

    What should not be done is banning certain things because they could cause an "addiction" that leads to trouble. People shouldn't be forced into treatment either because it will be useless if they don't want it.

    And, please, don't force taxpayers to pony up for somebody else's mistake. It wasn't their fault. Private treatment (as in no government funding) should be made available for those who couldn't afford it. But, if it is not available the addict, will just have to deal with it. No matter how callous it may seem, nobody else caused the addiction.

    People should be able to make their own decisions, no matter how stupid. But, addicts should be held accountable for what they do. Society doesn't owe them anything.

    --


    Until Slashdot fixes the funny modifier, use insightful or interesting. The poster knows your intentions.
  14. Re:Seriously... by Babbster · · Score: 1
    Believe me, I knew that I was feeding a troll. But, since someone decided to mod it up, I felt a compulsion to respond. When such a post is at 0 (for anon) or 1 (for registered), it's much easier for me to ignore (after reading - interesting and insightful things often sit too long at 0 and 1).

    The fact that there are actually people who think that governments making laws and spending money can solve any problem doesn't help.

  15. Not a huge surprise by ReyTFox · · Score: 4, Interesting

    I wrote a small paper for a school class on how virtual and real worlds will collide with new technology. Online game addictions of all kinds(whether it be a simple fragfest or a more long-term RPG type like EQ or Planetside) are early manifestiations of such collisions - the people in them are real, but their status is changed as they play their avatars.

    With another generation for additional tech such as augmented reality and information-beaming implants to reach maturity, people will be able to direct and shape their virtual personas into real world ones - it's a fairly common area in modern science fiction.

    Then, when people tell you to "get a life," you can ask them which one. ^.^

    1. Re:Not a huge surprise by rodentia · · Score: 1

      . . .people will be able to direct and shape their virtual personas into real world ones. .

      Which kinda eliminates the value of playing a personna in a virtual world, no? I think, rather, it is more profitable to look at RP behavior as another mode of tangible experience. There is a value in being something other than yourself and being able to interact and be respected or reviled in this other guise. The emotional and intellectual content of this second life can be far less second order than a telephone, after all. Respect the power of make-believe. Use it to your advantage.

      The convergence you suggest defeats the value of the exercise.

      --
      illegitimii non ingravare
  16. my 2 cents by Joe+the+Lesser · · Score: 4, Informative

    For years I railed against MMORPGs, and their addictive qualities. I have a friend who clearly spends way to much time with them. Not going to bed until 6AM when he has class, etc. It's like he gives himself completely to the unreal world to escape, which only aggravates his real world problems.

    Anyway, over a month ago I bought FFXI. I've been a huge final fantasy fan ever since I beat the first one back in elementary school, and since I have a strong willpower, I figured I'd give it a try.

    The game is certainly enjoyable, as it requires cognitive thinking which more or less, is more interesting, or less risky, then everyday affairs. But I am able to drop it on a dime for a better social event.

    Ergo, my values and thinking structure prevent me from getting attached to the game (or anything for that matter) when a better alternative arrives. I feel no loyalty towards the game, and no feeling that I *must* reach a certain level.

    So it's as if I'm watching TV, since I can get up anytime I want, but generally I like to watch my favorite shows.

    My point is that it's the personality of the user which determines their addiction to it, so the Korean trend is not likely a product of their culture so much as it is a product of more addictive personalities being exposed to the game, instead of other addictive activites which we tend to have many of in America.

    It's possible their culture has an effect in creating addictive personalities, but that would be another issue altogether.

    --
    "I only speak the truth"
    Karma: null(Mostly affected by an unassigned variable)
    1. Re:my 2 cents by LordJezo · · Score: 1

      I can comment on your FFXI bit..

      I bought FFXI a few weeks after the USA release because I had heard such good things about it. I figured I wanted to see what this MMORPG addiction was all about and if it would effect me.

      Well, it didnt. At all. I played it for about 2 weeks before I became completly bored with it. I kept thinking to myself.. what is the point? I level up so I can get better weapons so I can kill bigger animals so I can level up so I can.. etc.

      What is the fun in that? It's an endless cycle that never has any clear ending. I uninstalled the game the next day, closed my PlayOnline account, and havent looked back.

      I just dont see how people can get addicted to such repetitive nonsence. In an offline game you have a clear goal to work towards, a story line to progress, and eventually, and ending. In an MMORPG all you do is just level up so you can be better then everyone else.

      Oh well.. I guess some of us will never understand this whole MMORPG thing.

    2. Re:my 2 cents by Matrix272 · · Score: 3, Interesting

      I agree completely. If you look at any given MMORPG logically, you'll see a never-ending cycle of making money, getting to a new level, and spending your money on new armor that you can now use to kill animals and get to the next level, etc. Logically, it doesn't seem like there's much of a point.

      However, I've been playing FFXI for about 3 weeks now, and I can comment (in a rational way) about the appeal. It isn't so much about playing the game, although that is the "hook" that brings you in. Once you're in, it's more about socializing. People you meet in the game can quickly become friends who you enjoy to "hang out" with. Since the only place you know them is in the virtual world, that's where you have to meet them. The virtual world of MMORPG's have become the mall of our generation.

      The gaming aspect, once you're plugged in, is more secondary. For instance, next time you jump into FFXI, try to join a party of a few people who group together pretty often. At least 1/3 of the time, they'll spend chatting about one thing or another (much to the dismay of anyone who actually has a goal in mind to accomplish with that group).

      Our generation has grown up with computers, and feel that using one as a medium for communication is a very viable alternative to the telephone, or even face-face. As such, the interaction between multiple people in a virtual world can seem just as enjoyable to this generation as talking to a friend on the telephone was in the 80's and 90's.

      Of course, just like then, some people just never understood the point of spending hours on the phone with someone. They'd rather just meet them somewhere and do something. Neither type of person is wrong about the better way to socialize, but I don't see it changing anytime soon.

      --
      "It's better to have a gun and not need it than need a gun and not have it." ~ Christian Slater, True Romance
    3. Re:my 2 cents by nadadogg · · Score: 1

      You've hit it pretty much on the head. I played EQ on and off for about 2 years, only reaching level 45ish, when all of my friends and my brother were in high 50s or level 60. I didn't play all that much, and it was mainly me playing with the alternate characters of my friends. I enjoyed the social aspect, having fun with friends online, and helping out the newer players.
      That's where the addiction comes in. You spend a couple months having fun with the same people online, you become friends with them, and want to continue your communications. Hell, even after I gave my account to a friend, I would log on every month or two to see how my EQ buddies were doing, how their significant others/kids were doing. And since I haven't even logged onto EQ for about 18 months, I got my close EQ friends' AIM names, and talk to them on there when I see them on.
      So, in closing: It's not the gameplay, it's the people.

      --
      i use linux and windows oh god how can i have an opinion
    4. Re:my 2 cents by jafuser · · Score: 3, Insightful

      I played it for about 2 weeks before I became completly bored with it. I kept thinking to myself.. what is the point? I level up so I can get better weapons so I can kill bigger animals so I can level up so I can.. etc.

      This is what we call in the MMO industry, treadmilling. It's working hard to get nowhere.

      Some games make it obvious and unrewarding, but many have managed to disguise the treadmill with entertaining content (and these games go on to become successful). It can all depend on the game you're playing. I've not personaly tried FFXI, but I've played a few other MMO games (E&B, AO, SWG).

      I spent about 6 months on Earth & Beyond. It was a very fun game, very social, and the treadmill was not too bad in the first 2/3 of the game. The only real problem I had with it was that it had a short feature list (ie no automatic selling), and I was interested in trying something more sophisticated.

      I spent about 2 weeks on Anarchy Online. I got tired of doing the missions, and it seemed like there was nothing else to do, since PvP was not a realistic option until I had finished treadmilling. There was also little to no crafting ability, and very few people were open to socialize with a "newbie". =(

      I spent about 4 months on SWG. I got in on the beta testing, and had a blast exploring all the new stuff and chatting with people who were game enhusiasts more than they were 'l33t d3wds'.

      Once the game was released, it was still a fairly fun atmosphere, but it slowly degenerated into 'l33t d3wds' and people became less socialable. Also, by this time I had seen most of the content that was available to the game, and new content was very slow to come.

      I think the problem with SWG was that they were all tied up with bugfixes that they had no time to add significant content in the first few months of release.

      Finally, I found Second Life. =P I can't really expect that I will ever get bored here, since 95% of the content is made by the people who play it. It's not really even a game so much as a large simulation world. This is the closest thing we have right now to a metaverse.

      I had heard of SL back when it was in beta, but what finally hooked me to try it was when I heard that it let everyone write scripts to put into the objects they build.

      When I finally did the free trial, I realized the world looked a whole lot better than the website depicted it, and that it is a lot more flexible and friendly than I thought was possible in an online environment (minimum age of 18 could have something to do with this).

      I think I've realized the problem with most online games is that the developers can't keep things fresh enough for all the users. This is why I think online environments that give the players the tools to create ALL of the content will become more popular as people get bored of the levelling treadmills.

      I guess SL is a lot like slashdot. The developers give us bits of things to get us started, but we create and enjoy most of the content. I think this is the best way to go, and will definitely keep things interesting (and very addictive) for a long time to come.

      Anyway on the topic of game addiction in South Korea, I think it has a lot to do with:

      Availablilty of Technology + Social Acceptability to Enjoy that Technology

      In the United states, we have a good amount of the former, but not much of the latter.

      In the US, most people use technology only a tool. We have no more interest in it than to get the job done, so they can go home and watch friends or hang out at the bar. We don't need to upgrade because their current computer runs Word 97 just fine and that's all we need. Also, we don't have many "gam

      --
      Please consider making an automatic monthly recurring donation to the EFF
    5. Re:my 2 cents by LordJezo · · Score: 1

      I found the grouping in FFXI to be next to impossible to do. People were so hardcore about finding that perfect group that they wouldnt allow jsut anyone in. Also, with the huge restrictions FFXI puts on the levels of party members in a group the game makes it so that if you don't play for a few days you lose out and can't hang out with your online people anymore because you can't be in their groups. I guess I just prefer real life and living life at my own pace. That's why I like single player games and other non persistant world online games. You can play them whenever you feel like it and not worry about not keeping up with everyone else.

    6. Re:my 2 cents by Slurm-V · · Score: 1

      Amusingly enough, I knew one guy who started playing Everquest purely because of its addictive qualities. He figured he was spending too much time and money in bars and so he purchased a copy and prepared to swap addictions. It worked for at least two years (that I know of - I lost touch with him when he shifted cities) and AFAIK he only played drunk twice. Of course, he did tell me about how once, playing on e, he ended up practically itemless at 30th level, having given all his stuff away.

      --
      Of course it's going off the rails. How else is it ever going to fly?
    7. Re:my 2 cents by Joe+the+Lesser · · Score: 1

      You have a point, and I agree, I'll probably hit a point where I tire of it. I do wish there was more of a plot, and a feeling I could change the world.

      But it still has more of a point then playing Day of Defeat for hours on end, which was my old hobby.

      Kudos to whomever comes up with a MMORPG that doesn't use this general formula.

      --
      "I only speak the truth"
      Karma: null(Mostly affected by an unassigned variable)
  17. Re: popularity of gaming in skorea by Anonymous Coward · · Score: 0

    Interesting image of the recent Starcraft Final between legendary Boxer and Nada, in Seoul:

    http://valkyr.pgpl.net/users/Chibi/nada_bozer_kt kt f04_final_stadium.JPG

    Popular? :)

  18. Re:Seriously... by orthancstone · · Score: 0, Offtopic
    This is going to be modded off-topic if a mod sees it (probably should be) but...

    So you're accusing republicans of being soft on drugs? That's hilarious.

    For the most part, no they are not soft...unless it involves one of them. In which case, those devoted to the person will pull a 180 and defend him.

    Now, I'm going to be fair here: Democrats, Libertarians, Greens, etc. would all do the same. The problem that stems from Republicans doing this is that they are extremely outspoken in their attitude against drugs and typically believe in, "screw em, give them the full punishment." So, as should be obvious, the hypocracy is more blatent with them.

    To be on topic for a moment, no, the government shouldn't have anything to do with these people except for when they do something illegal like steal. If they wish to waste away in their home playing games, let em. When they step outside and cause problems, THEN nail em.
  19. addictiveness ratings on reviews by jago25_98 · · Score: 2, Funny

    Next time I review a game, or read a review I'll have to take note of the addictiveness rated.

    Like chocolate there are drawbacks to gaming

  20. Re:Seriously... by (trb001) · · Score: 1

    Addiction to playing bass and addiction to drugs are two separate and unequal things. Addiction to playing bass is a mental/emotional addiction...ie, you require it to operate normally but no physical effects (unless you count psychosomatic ones) will occur.

    Drug addiction, on the other hand, creates a physical dependance that can be deadly if immediately severed...hence why there are methodone clinics and the like. Throttling back from a physical addiction is often necessary, whereas you COULD quit cold turkey from a bass addiction if you had the willpower.

    The word 'addiction' is often used with drugs when there is a psychological but not physical addiction. I had plenty of friends in college who were 'addicted' to pot, ecstasy, coke or booze. All of these can be dropped instantly, without terrible physical effects, but the people typically didn't want to. We called them addicts, but they were just either weak willed or had 'addictive' personalities (easily hooked or controlled by their psyches).

    --trb

  21. Better than life... by Anonymous Coward · · Score: 0

    Better than life?

    Sounds like an episode of Red Dwarf...

  22. Re:why 50u7h k0r34????/ by Deraj+DeZine · · Score: 0

    You know, you say that the US is just as "comformist" as any of the Asian countries, but, in general, the Asian countries are said to be collectivist (as opposed to US, Europe which are individualistic). Supposedly the wellfare of the group is more important in Asia. I don't really know much about the topic, but I've seen this mentioned in several places and I would assume it's somewhat accurate.

    Of course, your point is still a very interesting one. I don't play any online games anymore since I got tired of all the morons that live near me =)

    --
    True story.
  23. Re:why 50u7h k0r34????/ by bugbread · · Score: 1

    Fair enough. It is somewhat accurate. It's just not as black and white as people usually make it out to be. People seem to have this belief that in Asia everything is about conformity, and that America is a paragon of individuality. Living in Japan has shown me that there's a whole lot of individuality here, and there is a whole lot of conformity in America. There is a difference between the two cultures, but it's not as enormous as it's made out to be.

    (As an aside, generally, I feel more comfortable with the Japanese approach, as they admit when they're being group oriented and when they're being individualistic, as opposed to the American stance of pretending to always be individualistic when sometimes being blindingly conformist. But that's a personal rant, neither here nor there.)

  24. Re:Seriously... by Anonymous Coward · · Score: 0


    These laws are intended to help them.

    I disagree. Laws such as "seat belt laws" are intended to bring positive attention to the politician sponsoring the law. "Oh, look at me, Im helping you and saving lives so vote for me". They are also intended to raise revenue via fines, penalties etc. Any results of increased seat belt usage is an unintended consequence.

  25. Re:why 50u7h k0r34????/ by Deraj+DeZine · · Score: 0
    As an aside, generally, I feel more comfortable with the Japanese approach, as they admit when they're being group oriented and when they're being individualistic, as opposed to the American stance of pretending to always be individualistic when sometimes being blindingly conformist. But that's a personal rant, neither here nor there.

    Rant or not, I think that's a good point and from my experience here in the US, that's a very interesting perspective. But I'm more curious about what will happen once technology is integrated deeply into both societies. Will the two converge? (There's no answer to this question yet, of course, I'm just wondering out loud =)

    --
    True story.
  26. Re:1n73r3571ng bu7 4n x-tr3m3 c453 by Deraj+DeZine · · Score: 0

    Maybe they don't realize that they're ruining their lives or they have a distorted view of reality and feel that their life is worthless.

    Also, something in the society probably caused such people to turn to games (many examples are given in comments above). So if it's society's fault that these people are ruining their lives, it should probably society's responsibility to help correct this.

    Just my thought on the situation. I have done no research, so feel free to debunk my claims.

    --
    True story.
  27. Re:why 50u7h k0r34????/ by bugbread · · Score: 1

    I can only speak about Japan, as I don't know much about the surrounding areas, but Japan is definitely changing, though it doesn't have much to do directly with technology. The youth in Japan today have very little in common with the youth of yesteryear, and I wouldn't be surprised if in 30 years people have an entirely different idea of what people here are like. The abandonment of the lifetime employment system has resulted in (on the good side) a lot more risk-taking and a lot more movement by younger Japanese and (on the bad side) a lot less company loyalty and a lowering of work standards.

  28. Re:1n73r3571ng bu7 4n x-tr3m3 c453 by Matrix272 · · Score: 1

    Also, something in the society probably caused such people to turn to games (many examples are given in comments above). So if it's society's fault that these people are ruining their lives, it should probably society's responsibility to help correct this.

    I have no problem with this theory at all. My only point is, assuming this is the case, when did the government become synanamis with society? Society isn't made up of only the government, and the government can't (although it's tried) dictate what society is. If society has caused a problem that needs fixed, society, as a whole (not as a mandate from the all-knowing, all-powerful government) try to fix it. There are countless examples of things that society, as a whole, has changed without the government having to pass a law for it.

    --
    "It's better to have a gun and not need it than need a gun and not have it." ~ Christian Slater, True Romance
  29. Re:1n73r3571ng bu7 4n x-tr3m3 c453 by Deraj+DeZine · · Score: 0

    Good point. But people are going to point the finger at someone and it's probably not going to be themselves.

    (I don't really have a good answer to your question, though I do understand the point you've made)

    --
    True story.
  30. not the right cultural question by newsdee · · Score: 1

    There is a social difference here, but it's not about the importance of the group versus individual. The difference is how games (and all other kinds of technology) are accepted socially.

    In the West, until the past few years, home gamers were generally considered to be either kids or geeks. That image exists still today, however games are all over the place. Yet nobody calls themselves a "gamer". People will deny playing any kind of videogames and sometimes be militant against them when they may spend hours playing solitaire or minehunt on their work computers.

    In Asia, generally, videogames have been much more accepted. Look at how popular DDR has become over there. Here too, but to a much lesser extent. Lineage is the most played MMORPG in the world (it has more than five times more active players than Everquest, half of them from South Korea), and so forth. Videogames are so popular in Asia that some of my Korean friends told me that their respective mothers like to watch virtual soccer matchs on TV (I don't know which game it is, or how long it has aired) because it's much more exciting than real soccer.

    So of course we will see a lot of weird things, because there is much, much more social exposure and much more people are awaredly connected to videogames in some ways (i.e. not in denial). We will probably get there one day.

  31. Numbers by Anonymous Coward · · Score: 0

    I trust the CIA's numbers more.
    http://www.cia.gov/cia/publications/factboo k/geos/ ks.html

    It'd be inpressive if 99%+ of S. Korea's population had internet access, the CIA reports it as 25 million users, with the population at 48 mil. in 2002. Cool stuff though.

    Check out the CIA's factbook, awesome stuff, though apparantley the US doesn't have a drug problem like most other countries ;)

  32. Internet access in the US by Castaa · · Score: 1

    I think the only thing keeping MMO (internet gaming) from being a front page type problem is installed base of internet users in the US. What happens when home broadband access in the US reaches the level of telephone access? This is probably ~10-15 years away.

    The same problems happening in Korea is going to be just as bad in the US when internet connectivity levels catch up. MMO's can be addicting to the point of severely ruining people's lives. Which is more or less the definition of addiction. I'm not calling for a band or legal regulation but people need to start facing the facts. And start taking steps to help prevent it.

    --
    Chew: You Nexus, huh? I design your eyes.
    Roy: Chew, if only you could see what I've seen with your eyes.
  33. windforce by ZeDong · · Score: 1

    it's probably the windforce that makes everyone addicted (it's the most wanted item in hongkong). it made me addictive... but it's genetic, i think...