"Game addiction is a disorder”. Game users have constantly been the target of denunciation, with looks of disapproval flung at them. Now, a corresponding law declares games as a recognized component of “culture and arts”, legally nullifying such stereotypes. This law highlights the staggering economic growth games have induced, taking up more than 70 percent of contents export, according to Digital Daily. Thus, to match the ever-growing potential of the gaming industry, a legislation was amended to elevate the reputation of games. Of course, while the gaming industry bathes in its newly presented appreciation, the public awaits higher standards for the improvement and organization of the gaming industry.  

On September 7, an amendment to the Culture and Arts Promotion Act passed the plenary session in the parliament, officializing games as a constituent under arts and culture. The bill was first proposed by politician Cho Seoung Lae (Democratic Party of Korea) in November 2021, where in addition to games, musical and animation genres would be added to the arts and culture section. The bill rectified the past definition of arts and culture as “literature, arts, and music” to a more generalized concept that explains the essentials of arts and culture. Cho explained that “Games take up half of the domestic content industry. If they are acknowledged as proper art, the stigma will be alleviated, facilitating the overall game industry”, as reported by Maeil Business Newspaper.

Professor Kim Kyung Sik (Provided by Professor Kim Kyung Sik)
Professor Kim Kyung Sik (Provided by Professor Kim Kyung Sik)

The passing of the act is undoubtedly a step forward within the game industry. Games have long endured stigmatization in Korea, as Professor Kim Kyung Sik (Department of Game Software, Hoseo University) explained. He added that “although the Korean game industry has earned significant foreign funds, games were regarded as a notorious pastime which hinders studying. The government also partook in this tendency, as games were often the subject of regulation rather than nurture, with notions of games as a source of mere entertainment. The game industry as a sophisticated merge of technology and newly emerging culture has been significantly overlooked.”

Effects of Games as Arts and Culture 

However, with a new refurbishment of the definition of arts and culture, games could receive monetary benefits such as “the development funds for culture and art”, from the government, according to Hankyung. However, from the political grounds, the corresponding decision has considerable political and social impact. If the status of games is exalted to that of arts and culture, a general approach to games should be no less than that of arts. For instance, since the World Health Organization (WHO) designated gaming disorders in the classification of diseases and related health problems in 2019, there has been a discussion about adding game addiction to the Korean Standard Classification of Diseases (KCD). But considering that the word “addiction” itself is usually never associated with arts and culture, this problem of attributing the specific vocabulary to games may present a double standard. This is aggravated by the lack of ability to discern avid game players as “addicted,” when these identifications are absent within more traditional art genres like literature or films. 

With the legislative classification, the game industry foresees a substantial flop in their profits, since the decision could pave the way for additional restraints on game usage, as reported by the  . An associate in the game industry from the Economist went on to claim, “This issue makes game producers reluctant and less enthusiastic in producing games, as it brands the whole commerce as vice. Especially the problem of regarding gaming itself as vice like cigarettes or drinks is severely problematic.” Hence, perceiving games as arts and culture will contribute to a different perspective on understanding games. In addition, Professor Kim also elaborated that this renewed generation would bestow pride within the developers, forging a way for innovating games solely dedicated to arts, rather than market-aimed ones. 

A Long Way to Go 

Nevertheless, this landmark change will need some time to present visible effects.  The gaming industry itself is not exempt from responsibilities altogether. Some of the resentful outlooks from consumers are partly due to a “loot box” system designed within games, where the contents of virtual boxes, which may lead to improvements in the gaming experience (such as a character upgrade or earning tools) are disclosed primarily by payment, according to BBC. The fact that these loot boxes do not always lead to worthy gains has garnered reluctance and a bitter sentiment among consumers. As explained in an interview with game columnist Lee Kyung Hyeok in Hankook Ilbo, consumers have accused gaming companies of reaping mass profit from this device, whereas consumers are not able to gain relevant compensation for their losses. 

The corresponding issue ties in with another problem, which is the homogeneity of game genres. According to The Seoul Shinmun, most Korean games are listed under massively multiplayer online role- playing games (MMORPG). For instance, 8 out of 10 games that recorded top sales on Google Playstore were MMORPG on September 16, according to the  . This craze is caused by the gaming industries’ tendencies to draw heavy-spending users, where MMORPG seems to be the most appropriate genre to entice those willing to pay a huge amount of money. Professor Kim advised that self-refining efforts within the game industry are required, to concentrate more on game quality. He further hoped for a positive cycle where gaming companies’ transparent management will lead to both increased profits and satisfaction from customers. For those working in the industry, a long-term view to create quality cultural contents, much like an artisan will be needed. On the other hand, non-profit organizations to foster and protect games are to be implemented, to suffice for the industry’s efforts. Only then will this industry produce mutual benefits.  

A Loot Box in a Game (Provided by MMORPG.COM)
A Loot Box in a Game (Provided by MMORPG.COM)

The amendment in the law of arts and culture to encompass games inarguably signifies changes in the perception of games within Korean society. In comparison to frowns and haughty remarks thrown at game users, games now proudly stand side by side with more traditional art forms. Nonetheless, with more power comes more responsibilities. The gaming industry must keep in mind that they are now burdened with expectations equivalent to arts. Many efforts will be needed to modify unjust gaming designs and revamp the diversity of game genres. While the gaming industry is supported by the government’s authorization, society expects its growth both in quantity and in quality. 

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