Is gaming a social evil that promotes youth violence and addiction, or is it a positive cultural and leisure activity?

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The negative perception and government regulation of gaming is largely based on stereotypes, and gaming can play a positive role in enriching leisure life and shaping new cultures.

 

My parents are very anti-gaming. If I play games at home, I’m sure to hear their scolding. Of course, they don’t directly sanction me, but it’s impossible to play normally in an atmosphere that makes me feel uncomfortable and as if I’m committing a great sin. I’m sure most parents have similar thoughts, and it’s a reflection of how society views gaming. Stereotypes such as “violent games are responsible for youth’s violent tendencies” and “games are always harmful” have led to negative perceptions of gaming and extreme government sanctions. The South Korean National Assembly even categorized gaming as one of the four evils, along with gambling, alcohol, and drugs. Subsequently, laws such as the Game Addiction Act and the Shutdown System were passed, and many game users have expressed their dissatisfaction. But are games really as harmful as the government claims?
First, we need to understand the origin of the word ‘game’. Nowadays, gaming generally refers to games played on electronic devices. However, before the development of electronics, gaming was an umbrella term for any kind of play with rules, including sports and puzzles. These activities were mostly enjoyed in leisure time and served as a stress reliever. Computer games, which emerged after the information revolution, revolutionized leisure. The advent of computer games, or video games, has allowed people to utilize their short leisure time more actively by playing simple games. It is also considered to be the birth of a new leisure activity, as it allows individuals to relieve stress by realizing things that are impossible in real life in a virtual space. In addition, gaming is no longer just a leisure activity, but a culture. Because games are played by people from all over the world, regardless of age, gender, or nationality, they share a common gaming culture. As such, games have the positive effect of expanding cultural diversity.
Despite the many positive effects of gaming on individuals and society, most people still tend to think that gaming is harmful. However, most of the ideas about the harmfulness of gaming are false stereotypes and have been shaped by the government and media over the past decade. Public broadcasters have reported on crimes committed by game addicts, the dangers of violent games, and more, contributing to the negative perception of gaming that has become deeply entrenched in society. However, these claims are generally unreliable and often lack evidence. For example, the claim that gaming addiction leads to murder has been debunked by analyzing the psychology of criminals. Even if a criminal used to play video games and at some point committed murder, there is no scientific link between the two behaviors. Rather, it’s more likely that the criminal’s alienation and dissatisfaction with society, stemming from society’s cold treatment of him or her, is what led to the crime. In other words, gaming addiction and homicidal or violent behavior can be the result of the same cause, and it’s wrong to assume that gaming is the direct cause.
Also, while it sounds plausible to argue that violent games cause violent behavior, this is not the case. Research and case law have shown that gaming is only one of many factors, including personality, socialization, and upbringing, and cannot be a direct cause of violence.
Some argue that even if games are not violent, the addictive nature of gaming itself is dangerous and should be regulated. We agree that gaming can be addictive. However, the question remains whether gaming addiction should be treated the same way as alcohol and drug addiction. While cigarettes, alcohol, and drugs have a chemical effect on the brain that prevents the user from leaving the addictive state, gaming addiction is a completely different phenomenon. Games are cultural content, just like TV shows and movies, and people who enjoy them can sometimes become overly immersed in them, reaching a state that we can call addiction. Too much of anything is harmful, and too much immersion leads to addiction. If gaming addiction is so dangerous, then we should also regulate “soap opera addicts” who stay up all night watching dramas. However, given the government’s attitude toward dramas, which are celebrated as cultural content and even encouraged to be exported, there seems to be no problem with being addicted to them.
Some may argue that game addiction and drama addiction are different and ask: “Why is a game addict a drama addict? “Why are there more game addicts than drama addicts, and why do game addicts often fail to adapt to social life?” The answer to that question can be found in two characteristics of games. First, gaming doesn’t take a toll on your body, even if you play for a long time. While sports are hard to get addicted to after a few hours of playing, gaming requires less physical exertion, making it easier to get hooked. Second, games are fun and don’t get old quickly. Games are designed to be entertaining, and they’re designed to constantly provide new content so that users don’t get bored. In the end, questioning the addictive nature of games is like asking them to be less fun. Instead of trying to regulate games in this way, a better solution would be to pay attention to our surroundings so that we don’t become overly immersed in them.
Gaming is a new form of leisure, and gaming culture unites people around the world. But instead of enabling the industry, governments are stifling its development through regulations. The government’s attempts to stifle gaming culture stem from the outdated stereotype of “all games are bad”. It’s time to move beyond the perception that gaming is a social evil and strive to create a healthy gaming culture.

 

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