



South Korea Grapples With Online Gaming Addicts 73
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."
Re:Seriously... (Score:1)
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 n
Re:Seriously... (Score:1)
Re:Seriously... (Score:2)
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
Re:Seriously... (Score:1, Offtopic)
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 di
Re:Seriously... (Score:2)
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 c
Re:Seriously... (Score:1)
The fact that there are actually people who think that governments making laws and spending money can solve any problem doesn't help.
Re:Seriously... (Score:2)
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.
Re:Seriously... (Score:4, Interesting)
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.
All wrong. (Score:5, Funny)
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 South Korea? (Score:5, Interesting)
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...
Re:Why South Korea? (Score:2, Insightful)
Like the Korean MMORPG Ragnarok Online [ragnarokonline.com], perhaps?
Re:Why South Korea? (Score:3, Interesting)
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 esp
Re:Why South Korea? (Score:2, Interesting)
Re:Why South Korea? (Score:3, Funny)
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
Re:Why South Korea? (Score:1)
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-actua [eiu.edu]
Re:Why South Korea? (Score:3, Interesting)
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've been told of a story in Japan a completely naked Jap
Re:Why South Korea? (Score:3, Informative)
There are 3 in my city of 100,000.
Re:Why South Korea? (Score:3, Informative)
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
Re:Why South Korea? (Score:3, Insightful)
Accordingly, you "win" at MMORPGs by investing more time into them. I'm not saying their parents are making them do t
Re:Why South Korea? (Score:2, Informative)
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
Re:Why South Korea? (Score:3, Insightful)
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.
Re:Why South Korea? (Score:2, Interesting)
Re:Why South Korea? (Score:1)
Re:Why South Korea? (Score:2, Informative)
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 best
Re:Why South Korea? (Score:3, Insightful)
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 reg
Re:why 50u7h k0r34????/ (Score:2)
(As an aside, generally, I feel more comfortable
Re:why 50u7h k0r34????/ (Score:2)
Re:Why South Korea? (Score:1)
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 the
Re:Why South Korea? (Score:2)
Well, bandwidth and content creators aren't free, you know.
Re:Why South Korea? (Score:1)
not the right cultural question (Score:2)
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 hour
Re:Why South Korea? (Score:1)
Re:Why South Korea? (Score:1)
Related News? (Score:4, Interesting)
In another news, South Korea's credit card crisis worsens [reuters.com]. But these maybe unrelated...
Interesting but an extreme case (Score:3, Interesting)
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.
Re:Interesting but an extreme case (Score:1)
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 mas
Re:Interesting but an extreme case (Score:4, Interesting)
--trb
Re:Interesting but an extreme case (Score:2)
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.
Re:1n73r3571ng bu7 4n x-tr3m3 c453 (Score:2)
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 soci
Re:Interesting but an extreme case (Score:1)
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 l
Re:Interesting but an extreme case (Score:1)
it's bad in the us too.. (Score:2, Interesting)
Not a huge surprise (Score:4, Interesting)
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. ^.^
Re:Not a huge surprise (Score:2)
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 teleph
my 2 cents (Score:5, Informative)
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.
Re:my 2 cents (Score:1)
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
Re:my 2 cents (Score:4, Interesting)
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.
Re:my 2 cents (Score:1)
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
Re:my 2 cents (Score:1)
Re:my 2 cents (Score:4, Insightful)
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 [earthandbeyond.com]. 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 [anarchy-online.com]. 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 [starwarsgalaxies.com]. 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 [secondlife.com]. =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 [badgeometry.com] 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
Re:my 2 cents (Score:2)
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.
Re:my 2 cents (Score:1)
addictiveness ratings on reviews (Score:2, Funny)
Like chocolate there are drawbacks to gaming
Internet access in the US (Score:1)
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
windforce (Score:1)