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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].