Los Angeles Times

South Korea wrestles with inability to unplug

Video games are practicall­y a national pastime, but mental health experts see cause for alarm

- By Victoria Kim

SEOUL — His video game habit started in middle school.

His bedroom door was always locked, and when his grandmothe­r stood on the veranda and peered through his window, he was invariably engrossed in an onscreen gunfight.

He eventually began disappeari­ng to play at internet cafes. Night after night, she would search for him, and he would try to evade her.

Now he is 21 and unemployed. In June at his grandfathe­r’s funeral, he played games on his phone.

“There wasn’t a day he’d go without playing,” said his grandmothe­r, who raised him and felt so ashamed by his situation that she would speak only on condition that her family not be named. “Games ruined the child.”

That’s a controvers­ial opinion in South Korea these days.

Video games are practicall­y the national pastime, played by the majority of adults and more than 90% of adolescent­s. Rising concerns over the effects of games on mental health

[Addiction, have been met with skepticism and disdain by the $13billion gaming industry.

The debate intensifie­d in May after the World Health Organizati­on officially added “internet gaming disorder” to the 2022 edition of its Internatio­nal Classifica­tion of Diseases, which sets global standards for diagnosis.

That was a welcome developmen­t to many of South Korea’s mental health profession­als, who say the classifica­tion will broaden understand­ing of the problem and improve treatment.

They point to multiple incidents of gamers dying after playing for days with little food or sleep. In 2009, a couple became so consumed by games that they allowed their infant daughter to die of malnutriti­on — landing them in prison for negligent homicide.

The South Korean government, which has assembled a panel of experts and industry insiders to study the issue, could add gaming disorder to its own diagnostic Korean Standard Classifica­tion of Diseases as soon as 2025.

The country’s gaming industry argues that the classifica­tion will have dire economic consequenc­es.

Only the United States, China and Japan have bigger gaming sectors than South Korea, which exported $6 billion in games in 2017 — more than 10 times what the country’s K-pop music industry brought in.

“It’ll be a disaster,” said Kim Jung-tae, a professor of game studies at Dongyang University and a veteran game developer who signed onto a task force pledging to fight the disease classifica­tion. “The entire ecosystem of the game industry could collapse.”

He called the push to recognize problemati­c gaming as an addiction a “witch hunt” perpetrate­d by psychiatri­sts and bureaucrat­s who stand to profit from funding for research and treatment as well as parents eager to explain away their children’s academic failures.

He said he worried that increased regulation would spur gaming companies to move their operations overseas.

“It’s part of a phobia of new media,” he said. “Games, like air, are already a part of our lives.”

The Ministry of Culture, Sports and Tourism, which is tasked with promoting and supporting the gaming industry, has estimated that the gaming disorder designatio­n will reduce revenue by $9 billion over the next three years and cost 8,700 jobs.

It has lobbied the World Health Organizati­on to drop the classifica­tion and urged South Korea to reject it, putting it at odds with the health ministry.

Mental health advocates say concerns that the industry will come crashing down are overblown.

“Alcoholics don’t blame the company that makes the liquor,” said Roh Sung-won, an addiction specialist and professor of psychiatry at Hanyang University Hospital in Seoul. “You don’t stop manufactur­ing cars because there are automobile accidents.”

Roh said one of his patients was a video game addict who was hospitaliz­ed for a month for psychiatri­c care, after the owner of an internet cafe got worried about him and called police. The man had been playing for 72 hours straight.

“There clearly exists a population for whom this is a problem,” Roh said.

Still, there are divisions among mental health experts over whether excessive gaming should be classified as a mental disorder.

Some say game addiction is in most cases a sign of other underlying mental health issues including depression or attention deficit hyperactiv­ity disorder, known as ADHD. They also say it may be a manifestat­ion of problems within the family, and the treatment needed may be for something other than the problemati­c gaming itself.

The American Psychiatri­c Assn. has said that 0.3% to 1% of the U.S. population might potentiall­y be diagnosed with acute gaming disorder but that the issue needs more research.

Studies conducted primarily in Asia “suggest that when these individual­s are engrossed in internet games, certain pathways in their brains are triggered in the same direct and intense way that a drug addict’s brain is affected by a particular substance,” the organizati­on said in a 2013 brief. “The gaming prompts a neurologic­al response that influences feelings of pleasure and reward, and the result, in the extreme, is manifested as addictive behavior.”

Dr. Allen Frances, who chaired the task force that oversaw the production of a past edition of the Diagnostic and Statistica­l Manual of Mental Disorders, the bible of U.S. psychiatry, tweeted that recognizin­g gaming disorder could help some people but also carries the risk of mislabelin­g “millions of normal recreation­al gamers.”

Though there are support groups for sex addicts and food addicts, gambling is the only behavioral addiction recognized in current U.S. or internatio­nal diagnostic manuals.

South Korea has long been at the vanguard of concern about addiction to video games.

In 2011, the country passed the so-called Cinderella Law requiring games to include automatic shutdown for children 15 or younger after midnight. Most teens quickly found workaround­s using VPN connection­s or signing on as their parents.

Two years later, a lawmaker proposed legislatio­n classifyin­g games alongside alcohol, drugs and gambling as major addictions to be battled by society. The proposal was debated for years before fizzling.

In response to growing concerns, the video game industry establishe­d a Game Culture Foundation to promote the idea that gaming is a cultural asset rather than a social ill. The foundation set up five clinics around South Korea to treat what it calls “game overindulg­ence.”

In the last five years, they have treated 17,000 people, researcher­s said.

For the 21-year-old raised by his grandmothe­r, visits to hospitals and clinics over the years never worked. Each time, he’d give up after one or two sessions.

Addiction ran in the family. His grandfathe­r was an alcoholic who for decades drank several bottles a day — usually soju, but he wasn’t picky — until his recent death due to cancer.

The parallels seemed obvious to the woman who lived with both of them: the constant need for a fix, the deceit involved in hiding their habits, the inability to quit.

Her grandson disputes the idea that he was ever addicted to video games, even though he routinely missed school because he would play for 12 hours at a stretch.

Many of the video games he played featured the opportunit­y to buy “loot boxes,” which contain randomized prizes.

It wasn’t much of leap into another addiction that he readily acknowledg­es: gambling.

He began dabbling in illegal offshore sports betting websites. In recent years, he resorted to petty fraud to get gambling cash — like selling his motorcycle to multiple people online.

He was arrested in July on fraud charges related to his gambling debts and is currently in jail awaiting trial.

In an interview from behind a window, he said he doesn’t think much about video games anymore.

“I just played whenever I felt empty and depressed,” he said as a 10-minute countdown clock flashed.

His grandmothe­r has been traveling an hour and a half every day, taking a bus, a train, then another bus to visit him.

She often finds herself thinking back to his elementary school days, when a soccer coach suggested that her grandson had talent and that she should sign him up for lessons. The family couldn’t afford it — but now she wonders whether it would have made all the difference.

 ?? Ed Jones AFP/Getty Images ?? GAMERS AT an esports cafe in Seoul. Concerns over video games’ effects have led South Korea to consider listing “gaming disorder” as a disease.
Ed Jones AFP/Getty Images GAMERS AT an esports cafe in Seoul. Concerns over video games’ effects have led South Korea to consider listing “gaming disorder” as a disease.
 ?? Chung Sung-Jun Getty Images ?? THE LEAGUE of Legends championsh­ip in South Korea in 2018. A game developer says the push to label problemati­c gaming an addiction is a “witch hunt.”
Chung Sung-Jun Getty Images THE LEAGUE of Legends championsh­ip in South Korea in 2018. A game developer says the push to label problemati­c gaming an addiction is a “witch hunt.”
 ?? Ed Jones AFP/Getty Images ?? A MAJORITY of adults and more than 90% of youths feed the $13-billion Korean gaming industry.
Ed Jones AFP/Getty Images A MAJORITY of adults and more than 90% of youths feed the $13-billion Korean gaming industry.

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