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The Game Industry Association Welcomes President Lee’s Remarks that “Games Are Not Addictive Substances”

The Game Industry Association, Mobile Game Association, and other related organizations expressed gratitude for President Lee Jae-myung’s statement that “games are not addictive substances.” In a joint statement on the 20th, involving associations such as the Korea Game Industry Association, Korea Mobile Game Association, Korea Artificial Intelligence Game Association, Korea Game Users Association, Korea eSports Association, Korea Game Developers Association, Korea Indie Game Association, Game Culture Foundation, and Gamein Foundation, it was mentioned that applause and cheers emerged at the scene following the President’s remarks.

Previously, on the 15th, during a ‘K-Game Field Meeting’ in Seongsu-dong, Seoul, President Lee stated in his opening speech, “Games are not addictive substances.” He further commented on the challenges faced due to past government policies, which categorized games alongside drugs as one of the four major addictions, implementing repressive policies rather than providing support. As a consequence, South Korea was overtaken by China.

The game industry organizations expressed that the ongoing debate regarding the introduction of WHO’s gaming disorder disease code had caused significant anxiety, threatening the foundation of game culture and industry. In this context, the President’s statement is seen as a decisive end to the futile debate and is believed to serve as a pivotal moment in shifting perceptions towards recognizing games as a major cultural industry in society.

Furthermore, the organizations appreciated the President’s comments, emphasizing consideration not only for the game industry but also for the youth involved in game development and users consuming games, noting it as a balanced and healthy perspective. Lastly, echoing the President’s metaphor about not discarding an entire jar because of some issues, they pledged to make every effort to wisely tackle internal and external challenges facing the gaming industry.

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