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."
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Who cares?
If these boys want to kill themselves playing video games 24/7, what business is it of anyone?
The government has a responsibility to protect people from each other, but not from themselves.
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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.
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.
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...
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.
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.
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When asked to comment, a South Korean Diablo II player named LJGHasdffggSFDGsdfasdfFgS on Battle.net had this to say:
TRAD PLZ. GIV ITAM 2 ME. U SUK AMERCAN KOREA NUKE U HAHA
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. ^.^
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"
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Interesting image of the recent Starcraft Final between legendary Boxer and Nada, in Seoul:
t kt f04_final_stadium.JPG
:)
http://valkyr.pgpl.net/users/Chibi/nada_bozer_k
Popular?
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
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Better than life?
Sounds like an episode of Red Dwarf...
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.
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.)
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.
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.
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.
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.
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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.
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.
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I trust the CIA's numbers more.o k/geos/ ks.html
;)
http://www.cia.gov/cia/publications/factbo
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
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.
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Roy: Chew, if only you could see what I've seen with your eyes.
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...