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    Games Are Not a Disease, but Something to Be Understood: KOCCA Publishes Public-Friendly Guide on Game User Researc

    By 인디게임닷컴 편집부2025년 12월 24일Updated:2026년 01월 07일3 Mins Read

    By IndieGame.com Editorial Team | December 24, 2025

    The Korea Creative Content Agency (KOCCA) announced on December 23 the publication of the “2020–2024 Game User Research Guidebook,” a comprehensive and accessible explanation of five years of national research on game usage and health.

    The guidebook consolidates key findings from KOCCA’s long-term game user panel study and clinical cohort research, conducted between 2020 and 2024, and presents them in a format designed for the general public—particularly adolescents and their parents.


    Addressing the “Gaming Disorder” Debate with Scientific Evidence

    The publication comes amid ongoing international discussions surrounding the classification of gaming disorder as a medical disease. In response to growing public concern, KOCCA designed the guidebook to counter overly simplistic or alarmist narratives by presenting research-based conclusions in plain language.

    Based on accumulated data, the guide explains that game use does not automatically lead to gaming disorder, and that current evidence is insufficient to conclusively justify framing game use itself as a disease. Rather than reinforcing fear-driven perceptions, the guide emphasizes healthy usage habits, contextual factors, and balanced understanding.


    Moving Beyond a One-Size-Fits-All “Addiction” Narrative

    A central message of the guidebook is the limitation of treating game use as a uniform form of addiction. Findings from the panel studies show that the impact of gaming on mental health varies significantly depending on individual characteristics, including age, gender, usage patterns, and personal circumstances.

    These results highlight the need to move away from blanket assumptions and toward a more nuanced perspective—one that recognizes gaming as a diverse activity with different effects across populations.


    Making Academic Research Accessible to the Public

    One of the guidebook’s defining goals is the popularization of expert research. To achieve this, KOCCA reorganized complex academic findings into visually driven summaries, concise explanations, and easy-to-follow guides.

    The publication is structured around themes such as:

    • A foundational overview for understanding game users
    • Common myths and facts about games
    • A paradigm shift in how society views game players

    This structure allows both youth and guardians to engage with the material without requiring prior academic knowledge.


    Encouraging Education, Understanding, and Cultural Change

    Beyond summarizing data, the guidebook also addresses the broader social environment surrounding games. It stresses the importance of education and communication within families, schools, and communities, and calls for a shift in how society perceives game users—from objects of concern to individuals whose behavior must be understood in context.

    KOCCA Acting President Yoo Hyun-seok stated:

    “By grounding public discussion in five years of scientific research, we hope this guide helps people recognize games as a cultural activity that should be understood from a balanced perspective. We expect it to support the formation of healthy gaming habits among youth and to narrow generational gaps in perception.”


    Where to Access the Guidebook

    The “2020–2024 Game User Research Guidebook” is available to the public via KOCCA’s official website under the ‘Content Knowledge’ section.

    As debates over games, health, and youth culture continue worldwide, KOCCA’s initiative represents a notable effort to replace stigma with understanding—and fear with evidence.

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