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韩国总统给游戏正名背后
3 6 Ke· 2025-10-28 05:20
Core Viewpoint - The South Korean government, under President Lee Jae-myung, has shifted its stance on the gaming industry, recognizing it as a vital cultural sector rather than a substance of addiction [1][8][36]. Group 1: Government's New Policies - President Lee Jae-myung has publicly redefined gaming, stating it should not be classified alongside addictive substances like drugs and alcohol, which has previously stifled the industry [8][9]. - The government has abolished the controversial Game Rating and Administration Committee's pre-approval system, which had complicated the game approval process [9][10]. - Financial support has been allocated for the development of AI games and to assist small and medium-sized gaming companies in expanding overseas [10][11]. - The government has proposed to delay the classification of "gaming disorder" as a disease, aiming to reduce the stigma associated with gaming [11][12]. Group 2: Historical Context and Industry Challenges - For over 20 years, the South Korean gaming industry faced strict regulations, including the "Cinderella Law" and the classification of games as addictive substances [17][18]. - Despite these challenges, the gaming sector remained a significant source of foreign exchange, but recent years have seen a decline in growth and profitability [18][20]. - In 2023, the gaming industry experienced its first decline in 14 years, with over 40% of gaming companies reporting no profits and an annual operating profit decrease of nearly 60% [18][20]. Group 3: Global Trends and Competitiveness - Other countries, such as Saudi Arabia and India, are increasingly recognizing the strategic importance of the gaming industry, integrating it into national development plans [22][23]. - The European Union has also begun to support its gaming industry through legislation aimed at fostering growth [25]. - South Korea's shift in policy is seen as a necessary response to the competitive landscape, where it risks losing its status as a leading gaming nation if it continues to view gaming negatively [28][29]. Group 4: Broader Implications of Gaming - The global gaming industry is valued at approximately $170 billion, surpassing the combined revenues of the music and film industries [39]. - Gaming is not merely an entertainment sector; it plays a crucial role in cultural output and national soft power [42]. - The technological advancements in gaming have significant spillover effects, influencing various fields such as AI, graphics, and communications [46][50].
什么让孩子困在游戏里?
Yang Shi Wang· 2025-10-11 00:31
Core Viewpoint - Gaming addiction, referred to as "gaming disorder," is recognized as a significant threat to the mental and physical health of adolescents, and has been included in the International Classification of Diseases by the World Health Organization [1] Industry Summary - The number of adolescents seeking treatment for gaming disorder at psychological outpatient clinics in various hospitals across the country is on the rise [1]
“也没有很快乐,只是不想停下来”
3 6 Ke· 2025-08-12 23:40
Group 1 - The article discusses the rising issue of addiction, particularly among youth, highlighting the prevalence of internet addiction in China, with rates ranging from 8.1% to 31.0% [1][2][44] - It emphasizes the complexity of addiction, noting that behaviors considered deviant are often misunderstood, and addiction is frequently stigmatized [3][7] - The article presents a case study of individuals like Wang Sasa and Qi Qi, illustrating their struggles with addiction to short videos and the psychological impacts of such behaviors [4][5][13][14] Group 2 - The concept of addiction is explored in depth, distinguishing between casual use and clinical addiction, with a focus on the brain's dopamine response and loss of self-control [8][9][10] - The article discusses the societal implications of addiction, including the role of technology companies in creating addictive products and the psychological escape they provide [40][41][45] - It highlights the need for a deeper understanding of addiction, suggesting that it is often a response to underlying pain or disconnection in individuals' lives [34][37][46]
AI 和沉迷游戏,哪个更费水? | Knock Knock 世界
声动活泼· 2025-06-14 08:29
Group 1 - BOA's closure system, which combines a knob and a fine wire, was initially inspired by designs in medical devices and has gained popularity in various footwear, including snow boots and skate shoes [2][4] - The collaboration between Vans, a leading brand in skate shoes, and BOA, a small company, highlights the potential of innovative technologies in established markets [2][4] - The origin of BOA's name, which means "python," reflects the brand's unique identity and its evolution from a niche product to a sought-after feature in footwear [2][3] Group 2 - The development of AI technologies is increasingly water-intensive, with data centers requiring significant amounts of water for cooling, leading to concerns about global water shortages [5][6] - Training large AI models, such as GPT-3, can consume vast quantities of water, with estimates suggesting that it evaporates around 700,000 liters of clean water [6] - The placement of new AI data centers in water-scarce regions exacerbates the issue, raising questions about sustainability in AI development [6] Group 3 - The gaming industry has been identified as having common features that make games addictive, particularly among minors, leading to concerns about gaming disorders [8][9] - The World Health Organization officially recognized gaming disorder as a disease in 2018, with prevalence rates among the population ranging from 1% to 9% [9][10] - Factors contributing to minors' susceptibility to gaming addiction include physiological reasons and social dynamics, such as family engagement in gaming [10]