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A sports game company that a lot of teenagers enjoyed recently reported the situation of inducing users to a PC room to increase their profits, but it was found that there are not many factors in the game that encourage meandering psychology like gambling.

Reporter Han Sang-woo on the sidewalk.

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Kim Mo, an office worker who enjoys online soccer games.

He says there is something more important than the user's ability to operate the game.

[Game user: My attacker is running very hard, but the opponent defender is a very expensive kid. It's fast, and it's just a (ball) take away. (The keyboard doesn't work.) The

problem is that it takes from hundreds of thousands to as many as millions to get the top players in the game.

If you buy a 50,000 won event pack sold by a game company, you can get a player through a kind of lottery, and the probability of getting a top-ranking player in the top 20 is only 0.035%.

[Game user: If you buy another 50,000 won, you will get this… It's a hope advisor. I want it anyway. You're doing a lot of 'reality' (purchase).] The

game company created a so-called 'transfer market' where users can trade players directly, but here again, the company takes 40% of the transaction amount off as a fee.

[Game users: It's almost half the time they are sold.]

Also, because game companies release the same player character several times each year with new abilities, users are forced to buy new player characters even if they spend money again.

[Game use student parent: The kids are almost open in an infinite gambling room, but the bigger problem is that they don't know if this is a gambling ... .]