When 'Game Addiction' Is Classified as a Disease, 34,000 Jobs Will Be Lost View original image


[Asia Economy Reporter Bu Aeri] An analysis has revealed that classifying gaming disorder as a disease would result in a decrease of 5.25 trillion KRW in annual gross production and a reduction of approximately 34,000 jobs.


The Korea Internet Corporations Association projected in its report titled "Economic Impact Analysis of Classifying Gaming Disorder as a Disease," released on the 13th, that the classification would cause the gaming industry's annual sales to drop from 2.008 trillion KRW to 3.5205 trillion KRW.


According to the report, the production coefficient of the gaming industry was analyzed to be 1.40, similar to that of real estate, public administration, national defense, social security, and educational services. Based on this, assuming a decrease in gaming industry sales, it is expected that annual gross production would decline by 5.2526 trillion KRW and employment would decrease by 34,007 jobs.


Additionally, unnecessary import costs of approximately 864.8 billion KRW per year are expected due to the contraction of the game production industry, along with additional social costs exceeding 700 billion KRW, including medical budgets and healing burden fees.



Professor Yoo Byung-jun of Seoul National University, the lead researcher, emphasized, "The gaming industry has high growth potential, and domestic gaming companies possess global competitiveness. Considering the industrial contraction, social costs, and increased burden on gamers caused by classifying gaming disorder as a disease, it is necessary to objectively evaluate whether its positive value is clear."


This content was produced with the assistance of AI translation services.

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