Seongnam’s ‘Game Addiction’ Controversy: Why Korea’s Gaming Mecca Is in Uproar

What Happened in Seongnam? The Spark That Ignited the Debate
Did you know that the heart of Korea’s gaming industry, Seongnam City, recently became the center of a heated national debate? In June 2025, the Seongnam Comprehensive Addiction Management Center announced an AI-based content contest to prevent addiction, listing ‘internet gaming’ alongside alcohol, drugs, and gambling as one of the ‘four major addictions.’ This move instantly triggered outrage from both the gaming industry and fans, especially since Pangyo—the district in Seongnam—is home to giants like Nexon, NCSoft, Kakao Games, and Smilegate. The contest, with a 12 million won prize, aimed to raise awareness about addiction, but the inclusion of games as a ‘substance’ of addiction was seen as a direct attack on the industry’s reputation and cultural value.
The Roots of the ‘Four Major Addictions’ Concept and Its Political Legacy

The term ‘four major addictions’ has a controversial history in Korea. It first emerged in 2013, when lawmakers attempted to classify games alongside alcohol, drugs, and gambling as substances requiring state control. This legal initiative, known as the ‘Addiction Prevention and Management Act,’ was fiercely opposed by the gaming community and ultimately failed. Yet, the concept lingers in policy documents and public discourse, resurfacing in Seongnam’s contest. Many experts and gamers argue that resurrecting this outdated framework stigmatizes games and gamers, especially in a city that owes much of its economic vitality to the gaming sector.
Industry and Community Reactions: Outrage, Boycotts, and Social Media Storms
The backlash was immediate and intense. Namkoong Hoon, co-chairman of the Game Talent Foundation and former CEO of Kakao Games, publicly condemned Seongnam’s move on social media, calling it ‘anachronistic’ and threatening to sever ties with the city. Game developers and fans flooded online communities like DCInside, FM Korea, and PGR21 with criticism, arguing that it was absurd for the ‘mecca of Korean gaming’ to label games as a public menace. Some comments from TheQoo and Instiz read, ‘Are they trying to kill their own industry?’ and ‘Why not focus on real problems?’ Others pointed out the irony that Seongnam, which benefits from billions in tax revenue from gaming companies, would lead such an initiative.
Government, Medical, and Academic Perspectives: A Divided Nation
The controversy also reflects a deeper split within Korean society and government. The World Health Organization (WHO) recognized ‘gaming disorder’ as a behavioral addiction in 2019, prompting Korea to consider its own classification (KCD). The Ministry of Welfare supports the move, seeing it as a way to provide treatment and safeguards for at-risk individuals. However, the Ministry of Culture and many academics oppose it, warning that such a classification lacks sufficient scientific basis and could cost the Korean economy over $9 billion. Some psychiatrists argue that excessive gaming is often a symptom of other issues, not a root cause, and that moderation—not medicalization—is key.
How Did Seongnam Respond? Policy Backpedaling and Ongoing Confusion
Facing mounting criticism, Seongnam officials quickly revised the contest guidelines, changing ‘internet gaming’ to ‘internet’ in the list of addictions. However, this change was made without a clear explanation or apology, leaving many unsatisfied. City representatives claimed they were simply following Ministry of Health guidelines, but critics argue that the city should have shown more sensitivity, given its unique position in the industry. The incident has left many wondering whether local governments truly understand the cultural and economic significance of gaming in Korea.
Cultural Context: Why Gaming Is More Than Just a Hobby in Korea
For international readers, it’s important to understand that gaming is deeply woven into Korean society. Esports are a national pastime, and Pangyo is often called the Silicon Valley of Asia. The backlash in Seongnam is not just about policy—it’s about identity, pride, and the future of a creative industry that has put Korea on the global map. Many fans see attempts to classify games as an addiction on par with drugs or gambling as a form of cultural disrespect and a threat to their way of life.
Community Voices: What Are Gamers and Citizens Saying?
Browsing through Korean blogs on Naver and Tistory, as well as forums like Nate Pann and DCInside, reveals a spectrum of opinions. Some support stricter controls for minors or vulnerable individuals, but the overwhelming sentiment is one of frustration and disbelief. Representative comments include: ‘Why does the government always blame games?’ and ‘This is just another witch hunt.’ Others call for more nuanced discussions about digital well-being, mental health, and the responsibilities of both companies and families.
What’s Next? The Future of Gaming Policy in Korea
As of June 2025, the debate is far from over. The Korean government is still discussing whether to officially adopt the WHO’s gaming disorder classification in its national health code, with a decision expected by 2027 and possible implementation by 2031. The outcome will shape not only regulation but also the global perception of Korean gaming culture. For now, the Seongnam controversy serves as a stark reminder that the battle over gaming’s place in society is ongoing—and that the voices of gamers, developers, and fans are more important than ever.
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