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      The Korea Indie Game Association held an opening ceremony for the MBC Academy Computer Education Center’s Gimhae Campus.

      2025년 08월 18일

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    Content Promotion Agency, 2 ‘Game User Research Reports’ published on the 20th

    By 인디게임닷컴 편집부2024년 12월 20일Updated:2025년 02월 18일3 Mins Read

    Unclear Correlation Between Game Usage Time and Gaming Disorder

    • Declining trends in average game usage time and problematic gaming behaviors among both youth and adults
    • Positive gaming behaviors associated with higher self-efficacy and academic satisfaction

    The Ministry of Culture, Sports and Tourism (Minister Yoo In-chon) and the Korea Creative Content Agency (KOCCA, Acting President Yoo Hyun-seok) will release two research reports on January 20:

    • “2023 Game User Panel Study (4th Year)” (hereinafter referred to as the Panel Study)
    • “2024 Game User Clinical Medical Cohort Study” (hereinafter referred to as the Cohort Study)

    Key Implications Regarding WHO’s Classification of Gaming Disorder

    These reports provide important insights related to the World Health Organization’s (WHO) inclusion of “Gaming Disorder” as an official disease classification in 2019.

    Findings from the Panel Study

    The Panel Study conducted a long-term survey tracking game users’ behavioral patterns in relation to education, economy, society, and psychology. From 2020 (Year 1) to 2023 (Year 4), the study analyzed data from 929 children and adolescents and 705 adults, categorizing them into different gaming behavior groups. The study examined:

    • Gaming behavior characteristics (e.g., playtime, persistence)
    • Social and psychological factors
    • Learning-related factors

    Findings from the Cohort Study

    The Cohort Study focused on providing neutral, medical evidence regarding the effects of internet gaming on behavior and brain function.

    • This study recruited participants from elementary, middle, and high school cohorts in 2021 and 2022.
    • Participants underwent IQ tests, MRI brain scans, and self-reported surveys to examine changes in brain structure and function.

    No Cases of Gaming Overindulgence Lasting More Than Two Years—Behavior Naturally Declines with Age

    The study found that:

    • Both children and adults are exhibiting a continuous decline in gaming time and session duration.
    • Many users categorized as “overindulgent” or “at risk” later showed reduced playtime compared to their previous behavior.

    Additionally, gaming time alone was not a decisive factor in distinguishing between:

    • Healthy gaming behavior (“adaptive gaming group”)
    • Problematic gaming behavior (“overindulgence group”)

    Furthermore, clinical brain activity changes did not significantly differ across gaming behavior groups, suggesting no clear link between game usage time and gaming disorder.

    According to WHO, a person must exhibit problematic gaming behaviors for at least 12 months to be diagnosed with gaming disorder. However, the study found no cases meeting this criterion.

    • Among seven high school students identified as “overindulgent” in the Year 1 study, only two remained in that category by Year 4 (when they became adults).
    • Clinical findings also showed that many individuals classified as “at-risk” returned to normal usage levels within two to three years.

    These results suggest that problematic gaming behavior naturally diminishes over time as individuals progress through different life stages and developmental phases—even without medical intervention.


    Strong Correlation Between Social/Psychological Factors and Gaming Behavior

    The study revealed that:

    • Users who transitioned out of the “at-risk” gaming group showed improvements in attention span.
    • Increased attention levels and reduced hyperactivity were associated with a lower likelihood of problematic gaming behavior.
      • This suggests that gaming may positively contribute to attention span development.

    Additionally, the likelihood of belonging to the healthy gaming group (“adaptive gaming group”) increased when:

    • Users played games with siblings or had strong offline social relationships
    • Children and adolescents experienced high or increasing academic satisfaction over the years

    These findings indicate that offline social relationships help individuals form social norms and behavioral patterns related to gaming.

    For more details on the study, visit the KOCCA official website:
    🔗 www.kocca.kr

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