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"Minimum Safeguards vs. Stigma Effect": Heated Debate Over Introduction of 'Gaming Disorder' Disease Code

This article was automatically translated by AI. There may be errors compared to the original Korean article.  Read original in Korean →

[비즈한국] Should the state of being so immersed in gaming that it interferes with daily life be classified as a disease called "gaming disorder"? The government must decide whether to adopt the gaming disorder disease code—which was added to the World Health Organization (WHO) International Classification of Diseases (ICD-11) list five years ago—into the Korean standard as early as next year. As attention focuses on whether it will be included in the draft for the 10th revision of the Korean Standard Classification of Diseases (KCD), scheduled for next year, sharply conflicting views were presented at the first public hearing gathering relevant ministries and experts.

Relevant ministries and experts attended a public hearing on the domestic adoption of the gaming disorder disease code to conduct a debate. The scene of the public hearing on the domestic adoption of the WHO gaming disorder disease code held in Yeouido, Seoul, on the 12th. Photo = Reporter Kang Eun-kyung
Relevant ministries and experts attended a public hearing on the domestic adoption of the gaming disorder disease code to conduct a debate. The scene of the public hearing on the domestic adoption of the WHO gaming disorder disease code held in Yeouido, Seoul, on the 12th. Photo = Reporter Kang Eun-kyung

Controversy Over Gaming Disorder Disease Code Reignites After 5 Years

The debate over whether to introduce a disease code for gaming disorder, which classifies gaming addiction as a medical condition, is heating up again. After the WHO officially adopted "gaming disorder" as a diagnosis in the ICD-11 in 2019, discussions on whether to reflect this in Korea were actively pursued. The gaming industry and users opposed it, arguing that it treats gaming as a potential disease-causing factor based on insufficiently verified research, while the medical community and civic groups supported it, citing the need for a healthcare system to prevent and manage cases that disrupt daily life to a pathological level. Initially, there were considerations to include gaming disorder in the current 8th KCD or the upcoming 9th revision, but it is now being discussed as a possibility for the 10th revision, which is currently being drafted with a target completion of July next year.

How is the discussion on the introduction of the gaming disorder disease code, which has returned after five years, unfolding? At the public hearing held at the FKI Tower in Yeouido, Seoul, on the afternoon of the 12th, which lasted over three hours, experts representing both sides of the debate engaged in a fierce discussion. This was the first large-scale public hearing led by the National Assembly with representatives from relevant ministries and experts from both sides. While the sharp divide in positions was prominent, a consensus was reached on the need for a cautious approach toward adoption.

"A Healthcare System to Protect Children" vs. "Negative Side Effects Such as Stigmatization"

Unlike drugs or alcohol, games are not chemical substances, and because they are distinct from gambling—a representative behavioral addiction—opinions remain divided on classifying addictive symptoms as a disease. Representing the pro-adoption side, mental health experts stated that to foster a healthy gaming culture, there must be safety measures and support systems capable of properly treating users who are struggling.

Lee Sang-kyu, a professor of health science at Hallym University College of Medicine, explained that the criticism that the adoption of the disease code frames gaming itself as the problem is an excessive interpretation far from the truth. Professor Lee emphasized, "A diagnosis can only be made if the individual has lost control over gaming for at least one year," adding, "The accurate name for 'alcoholism' is 'alcohol use disorder,' meaning it is a disease if there is a problem with alcohol use. Games themselves are not a problem, but if gaming causes significant issues in school or professional life that cannot be resolved, it can be categorized as gaming disorder."

Lee Hae-kook, a professor of psychiatry at The Catholic University of Korea, said, "I question whether adequate safety devices are being provided in a digital media environment where children and adults play together," adding, "The minimum safeguard to help children who end up using games at an addictive level due to a lack of safety devices is to establish a starting point for the healthcare system to operate. I believe the introduction of a gaming disorder disease code is one such method." His view is that the introduction of a disease code is an administrative health procedure for children who need help. He expressed the opinion that the "Game Over-immersion Healing Centers" operated by the Ministry of Culture, Sports and Tourism are insufficient.

Professor Lee also expressed concern regarding the gaming industry's pushback, noting, "It is an uneven playing field where the group opposing the code uses more than 15% of their 22 trillion won in revenue on marketing costs," suggesting they are primarily motivated by fears of industrial decline.

Proponents of the adoption argued that a minimum healthcare system is needed to manage serious gaming-related disorders, while opponents pointed out side effects such as the stigma effect. Photo = Bizhankook DB
Proponents of the adoption argued that a minimum healthcare system is needed to manage serious gaming-related disorders, while opponents pointed out side effects such as the stigma effect. Photo = Bizhankook DB

On the other hand, the opposition argued that classifying gaming disorder as a disease could potentially lead to a "stigma effect" and that generalizing a gaming disease code could have negative repercussions on the industry and its users.

Park Gun-woo, head of the Neurology Center at Korea University Anam Hospital, stated that the stigma of psychiatric medical records still persists, adding, "We must be cautious about labeling gaming, which is often a way to overcome real-life stress, as a disease. It is questionable whether defining the state of having problems with gaming as a disease unit—rather than as symptoms of co-occurring conditions (such as ADHD or depression)—is the only way to resolve it." He also pointed out that there is another diagnostic classification system—the US-centered DSM—alongside the WHO system, and that gaming disorder is not officially classified as a disorder in the DSM.

Cho Moon-seok, a professor of social sciences at Hansung University, stated that the social, economic, and educational changes that the adoption of the gaming disorder disease code would bring must be reviewed from multiple angles. Professor Cho noted, "This issue has not been sufficiently agreed upon academically, socially, or in terms of policy, and the causal relationships seem unclear," adding, "The WHO's ICD itself is a recommendation, and countries are actually adopting it according to their own specific situations."

Although opposing views clashed at the hearing, the common goal of seeking future solutions was emphasized, given that it was the first time a forum for such debate had been provided. Furthermore, both sides agreed that the introduction of a gaming disorder disease code should be decided carefully, and that methods to ensure healthy gaming usage should be found, as over-immersion can negatively affect daily life.

Representatives from the Ministry of Health and Welfare and the Ministry of Culture, Sports and Tourism were also present to express their respective ministries' positions. The Ministry of Culture, Sports and Tourism estimated that if the disease code is introduced, the gaming industry would face damages totaling 8.8 trillion won over two years, a 12.3623 trillion won decrease in total production, and a loss of 80,000 employment opportunities. Lee Young-min, head of the Game Content Industry Division at the Ministry of Culture, Sports and Tourism, said, "Given that the scientific basis for recognizing the disease is insufficient while the socio-economic ripple effects are significant, sufficient discussion and research are required."

Kim Yeon-sook, head of the Mental Health Management Division at the Ministry of Health and Welfare, stated, "Various countries, including the US and the UK, are discussing ways to develop research and diagnostic methods related to excessive gaming," adding, "Rather than a confrontational debate, we must find ways to establish a culture of healthy gaming while minimizing the concerns of the gaming industry."

This article was automatically translated by AI. There may be errors compared to the original Korean article.
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