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."
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.
- ickna http://www.ickna.com
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.
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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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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