<Anchor>

Let's look economically. Last year, the global game market was over 150 trillion won, and now the game has become one big industry. In the market, Korea ranked fourth in the world after the US, China, and Japan, which accounted for half of Korea 's total content export last year. Even if we look at the domestic market, the game industry revenue is 13 trillion won, which is more than a tenth of the total content industry. This is where the national anxieties grow and the controversy grows in the news that game addiction is classified as a disease.

I continue to be a min journalist.

<Reporter>

It is a popular mobile game made by a Korean game company.

It is a way that a large number of users access online and play their role by raising their character.

This 'multi-role role' game, which is the mainstay of the Korean game industry, has to be connected frequently due to its nature, so the game time will be long and immersive.

[Student: Once I kill the other person, my character counts. It's easy to kill others, and it's fun. "

As the number of users increased and sales of game items grew, the domestic game industry market surpassed 13 trillion won last year.

The industry is worried that WHO's decision will lead to a stigma of 'games are harmful'.

I think it is inevitable that we will be hit hard by such factors as a decrease in sales and a decrease in jobs.

[Sim Jae-yeon / Director of the Korean Game Society: Now that we have introduced the disease code, we have created a social situation in which we have to play games because it's not a problem.]

In addition, WHO's definition of game addiction is ambiguous, and it can be called an over-hygienic act in domestic medicine.

The Korea Game Society announced a press conference on the 29th against the introduction of domestic disease code.

Nine game industry associations from around the world, not only Korea but also Europe, the United States and Canada, have joint statements and urged them to reconsider WHO's decision.

(Image editing: Jong Woo Kim)