[창간] 게임 질병코드 & e스포츠 산업: 위협? 기회?

by Chief Editor

The Looming Shadow: How Gaming Disorder Could Reshape the Esports Landscape

The World Health Organization (WHO) shook the gaming world in 2019 when it classified “Gaming Disorder” as an official disease in its International Classification of Diseases (ICD-11). This designation, suggesting that excessive gaming can be a treatable addiction, has raised significant concerns, particularly for the burgeoning esports industry.

Understanding the Game Disorder Diagnosis

The WHO’s definition is straightforward: Gaming Disorder is diagnosed when gaming use causes severe impairment in an individual’s daily life, with this pattern lasting at least 12 months. Key indicators include a loss of control over gaming, prioritizing gaming over other interests, and a persistence in gaming despite negative consequences.

A packed esports arena showcasing the popularity of competitive gaming.

Esports: A Perfect Storm for the Gaming Disorder Diagnosis?

The esports industry, with its demanding training regimes and high-stakes competition, finds itself at the heart of this debate. Professional esports players, aspiring talents, and even trainees dedicate significant time to practice. A recent study by the Korean Content Agency (2024) revealed that League of Legends (LOL) players in the LCK (LOL Champions Korea) league typically spend 10-12 hours each day in practice.

Pro Tip:
Aspiring esports professionals should seek professional guidance to balance their training with other aspects of their lives.

When including feedback, analysis, scrimmages (practice games), and additional practice to improve in-game skill, players can easily exceed 14 hours of gaming-related activities per day. This heavy dedication aligns with the WHO’s diagnostic criteria, making the industry a potential target for scrutiny.

Global Concerns and Pushback from Gaming Organizations

The WHO’s decision hasn’t been met without resistance. International Gaming Developers Association (IGDA) has voiced concerns, stating that the classification fails to consider the sociocultural and psychological contexts. The Japan Game Industry Association also argues that not all engagement is addiction and that excessive gaming may be a consequence, not a cause.

2023 League of Legends World Championship
The 2023 League of Legends World Championship in Seoul demonstrates the global appeal of esports.

The Economic Stakes: Esports Industry Under Threat?

The potential implications extend beyond the individual; they could significantly impact the economics of esports. According to the Korean Content Agency, the South Korean esports industry is valued at approximately ₩241.8 billion (around $176 million USD). LCK, for instance, drew over 3.2 million viewers during the 2024 Summer split, with 75% of the audience coming from overseas.

Esports operates as an entertainment industry that generates revenue through marketing partnerships and advertising. Its substantial recognition, especially among Gen Z and millennials, attracts many companies eager to get involved.

The Potential for Collapse: Sponsors, Advertising, and Industry Infrastructure

The designation of gaming as a disorder could lead to the swift collapse of the esports industry. If games are treated like substances or activities associated with diseases, sponsors and advertisers may withdraw, as is the case with tobacco or alcohol.

Esports action
High-level esports competition involves rigorous training.

Real-World Example: China’s Strict Gaming Regulations

A compelling example of how governmental policies can dramatically impact the gaming industry can be seen in China. In 2021, the Chinese government instituted strict regulations, limiting gamers under 18 to one hour of play on Fridays, Saturdays, and Sundays. The result was a substantial contraction of the Chinese esports market, plummeting from $24.3 billion in 2020 to just $3.88 billion in just four years.

Did You Know?
China’s gaming regulations, often called the “shutdown system,” reflect the government’s concern about gaming addiction among young people.

Looking Ahead: The Uncertain Future of Esports

The future of the esports industry hangs in the balance. The impact of the “Gaming Disorder” classification, although a medical concern, could have far-reaching implications if not carefully managed. This underscores the importance of open discussion, collaboration, and balanced policies.

Frequently Asked Questions

What is Gaming Disorder according to WHO? Gaming Disorder is a condition where gaming use leads to significant impairment in daily life and lasts for at least 12 months.

How might the gaming disorder classification affect esports? The classification could scare off sponsors, leading to revenue loss and industry decline.

What are some solutions? Open dialogue and careful development of policies that address both public health concerns and the industry’s needs.

What’s next for esports? It is essential to monitor the industry and advocate for sensible policies that support the community.

Ready to delve deeper? Check out our other articles on the gaming industry, esports news and addiction in the digital age. Share your thoughts in the comments below!

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