[Inside Chodong] If Games Are Better Than Short-Form Videos

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"These days, teachers tell students that if they're going to watch short-form videos, they'd rather they play games instead." I recently heard this from an acquaintance who has an elementary school-aged child. Having grown up in a generation where parents worried that children shouldn't enjoy games too freely, I couldn't help but be surprised by this change in attitude.


The fact that games are being recommended over short-form videos is welcome news for the gaming industry, which is competing with streaming platforms. Although games are the top export item in the Korean content industry, the number of people enjoying games in daily life is declining. According to the "2025 Korea Game White Paper" by the Korea Creative Content Agency, the game usage rate, which rose to 74.4% in 2022, fell to 62.9% in 2023, 59.9% in 2024, and 50.2% in 2025, marking three consecutive years of decline. This is the lowest rate since statistics began in 2015. The main reason is the growing availability of alternatives-such as online video services (OTT)-that can replace gaming. Domestic and international gaming companies are now competing not only for popularity within the industry but also going head-to-head with platforms like Netflix and YouTube.


Of course, from a parent's perspective, neither games nor video content is particularly welcome. Both are seen as distractions that make children prone to over-immersion and interfere with their education. However, differences in user autonomy and the process of earning rewards have contributed to a more negative perception of short-form videos compared to games. Game players interact by directly controlling characters or devising strategies, maintaining an active problem-solving mindset. Rewards are earned through effort, such as completing quests. In contrast, short-form videos are passively consumed based on algorithms, and the stimulation is instantaneous.


Whether due to the emergence of a formidable competitor or simply a base effect, it is clear that perceptions of games have improved considerably compared to the days when even shutdown policies were enforced. This indicates that not only the gaming industry but also families and society as a whole have put in significant effort to prevent excessive immersion. However, concerns over harmful effects are intensifying. The problem goes beyond characters' provocative costumes. Parents are worried about the negative impact of how games are operated and unfiltered interactions among users on the formation of values and emotional development.


Roblox, often called "the playground for children," has emerged as a subject of concern. Its immense popularity has been accompanied by ongoing controversies. From the standpoint of child and adolescent safety, Roblox has introduced various protective measures such as age verification and chat age restrictions. It is in discussions to provide customized services in countries where access is blocked or restricted. However, because the platform allows users to create and enjoy content such as games within it, blind spots are inevitable unless every piece of content can be reviewed. This has led to conflicts in Korea as well. Other metaverse platforms, such as Minecraft and Zepeto, are also under scrutiny.


Parents hope the government will take a more active role. The Game Users Association has suggested designating Roblox as a "self-rating operator" and establishing a management system at the individual content level as solutions. Some voices claim that standards for all metaverse platforms need to be reestablished. Even if the government focuses more on promoting the industry than regulating it, ensuring safety from harmful effects cannot be neglected. In an era when dopamine addiction driven by short-form content has become a social issue, allowing the hard-won improved image of games to be undermined would be a mistake, even from the perspective of industry promotion. Balanced regulation and support from the government are needed.

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