In this blog post, we will explore whether games are a social evil that promotes violent tendencies in teenagers or a positive leisure activity, and examine the positive and negative effects of games.
My parents strongly dislike games. If I play games at home, I inevitably hear their nagging. Although they do not impose direct restrictions, the atmosphere makes me feel as if I am committing a serious crime, making it impossible to enjoy games normally. I believe most parents share similar views, which reflects society’s perception of games. Preconceived notions such as “violent tendencies in teenagers are caused by violent games” and “games are inherently harmful” have led to negative perceptions of games and extreme restrictions by the Korean government. The Korean National Assembly even classified games as one of the “four evils” alongside gambling, alcohol, and drugs. Subsequently, laws such as the Game Addiction Act and the Shutdown System were passed, sparking widespread dissatisfaction among gamers.
Are games really harmful, as the South Korean government claims? First, we need to look at the origin of the word “game.” Recently, games generally refer to games played on electronic devices. However, before the development of electronic devices, games were a word that encompassed all activities with rules, including sports and puzzles. These activities were mostly enjoyed during leisure time and served to relieve stress.
The advent of computer games following the information revolution brought significant changes to leisure activities. Computer games or video games allowed people who previously struggled to make the most of their short leisure time to enjoy simple games and utilize their free time more actively. Furthermore, games are considered a new form of leisure activity because they allow people to relieve stress by doing things in a virtual space that are impossible in reality. Not only that, but games are now forming a culture beyond simple leisure activities. Games are enjoyed by people of all ages, genders, and nationalities around the world, allowing them to share a common gaming culture. In this way, games also have a positive effect of expanding cultural diversity.
Despite the many positive effects of games on individuals and society, most people still tend to think that games are harmful. However, most of these beliefs about the harmful effects of games are nothing more than misconceptions that have been formed over the past decade by the Korean government and media. During this time, public broadcasters have reported on crimes committed by game addicts and the dangers of violent games, contributing to the deep-rooted negative perception of games in society. However, these claims are largely unfounded and often lack evidence. For example, the claim that video game addiction leads to murder has been debunked by analyzing the psychology of criminals. Even if a criminal enjoyed playing video games and committed murder at some point, there is no scientific link between the two actions.
It is more likely that the cold gaze of society toward the perpetrator, leading to feelings of alienation and dissatisfaction with society, was the cause of the crime. In other words, video game addiction and murder or violent behavior may be outcomes stemming from the same cause, and it is incorrect to assert that video games are the direct cause. Additionally, while the claim that violent video games lead to violent behavior may sound plausible, this is not the case.
Games are merely one of many factors, such as personality, social skills, and upbringing, and cannot be the direct cause of violence, as proven by research findings and precedents.
Some argue that even if games are not violent, their addictive nature alone makes regulation necessary. While it is true that games can be addictive, it remains questionable whether game addiction should be treated on the same level as alcohol or drug addiction. Tobacco, alcohol, and drugs cause chemical reactions that prevent the brain from escaping addiction, but game addiction should be viewed as a completely different phenomenon. Games are cultural content like dramas or movies, and people who enjoy them may sometimes become overly immersed to the point of addiction.
Anything in excess is harmful, and excessive immersion can lead to addiction. If game addiction is so dangerous, then “drama addicts” who stay up all night watching dramas should also be regulated. However, considering the Korean government’s attitude toward dramas, which are praised as cultural content and even encouraged for export, it seems that being addicted to dramas is not a problem. Some argue that game addiction and drama addiction are different and ask the following question.
“Why are there more game addicts than drama addicts, and why do game addicts often struggle to adapt to social life?” The answer to this question can be found in two characteristics of games. First, games can be enjoyed for long periods without causing significant physical strain. Sports are physically demanding and thus difficult to become addicted to, but games require little physical exertion, making it easy to become immersed. Second, games are fun and do not easily become boring. The fundamental purpose of games is to provide enjoyment, and they are designed to offer endless new content to prevent users from getting bored. Ultimately, questioning the addictive nature of games is akin to suggesting that they should be made less enjoyable. Rather than regulating games in such a manner, a more effective solution would be to focus on creating an environment that prevents excessive immersion in games.
Games are a new form of leisure activity, and game culture brings people around the world together. However, the South Korean government is not only failing to activate the game industry but is also suppressing its development through various regulations. The South Korean government’s attitude toward suppressing game culture can only be seen as stemming from the outdated notion that “games are inherently bad.” It is time to move beyond the perception that games are a social evil and strive to foster a healthy game culture.