Recently, a Korean broadcasting company aired a program discussing the success of Black Myth: Wukong while raising concerns about the future of the Korean gaming industry. To summarize, the program featured experts in the Korean gaming field expressing concerns about the industry's future after witnessing the success of Black Myth: Wukong.
One of the experts featured was Professor Wi Jong-hyun, president of the Korea Game Society. In his interview, Professor Wi claimed that while Korean game companies have been focused on producing random-item loot box games, China has caught up, with Black Myth: Wukong being the result. While the program raised several issues, I’ll address just a few due to space limitations.
First, we must recognize that Korean game experts acknowledged China's game development capabilities a long time ago. Since the release of miHoYo's Honkai series and Genshin Impact, it’s been over five years since experts admitted that China has caught up to Korea in certain areas, surpassing Korea in some aspects.
For nearly a decade, industry voices, including my own, have advocated for a shift in focus from regulations like the shutdown law and game addiction legislation toward promoting industrial growth. The goal has been to prevent Korea from falling behind China in the competitive gaming landscape.
Next, let’s address the role of old media in amplifying the challenges faced by the gaming industry. I vividly recall a news segment showing frustrated students in a PC Bang, standing in front of powered-off computers. At the same time, the report criticized the violent nature of video games. Even today, countless articles can be found likening games to drugs, labeling them as highly addictive and a societal threat.
However, the issue of excessive gaming immersion among youth is more a societal problem than an inherent flaw in gaming itself. Blaming games for these issues has long been criticized as a witch hunt. Nevertheless, legacy media has consistently focused on portraying games as the problem while remaining reluctant to entertain opposing viewpoints.
While China strategically nurtured its gaming industry, investing hundreds of billions of won into game development, Korean mainstream media focused on highlighting the industry's negative aspects. These reports prompted the government to consider restricting youth access to games, classifying them as addictive substances, and contemplating punitive taxes on game company revenues that could otherwise be used for new projects.
Instead of addressing these external issues, the narrative criticizes the domestic game industry for being unambitious and producing only copycat games. It’s akin to chastising a child for poor study habits while withholding textbooks because they’re too expensive, refusing to send them to private tutoring, and cutting their allowance—only to compare them unfavorably to a neighbor’s child who receives all the necessary resources, support, and encouragement to succeed.
Next, let’s discuss the issue with the interviewee. While Professor Wi is undoubtedly a gaming expert, he represents academia rather than the industry. The academic field focuses on researching and verifying unproven theories, rather than staying current with industry trends or making forecasts.
Wi Jong-hyun, the president of the Korea Game Society
In this instance, Professor Wi discussed ideas from years ago as if they were recent developments and much of his interview was disconnected from the current realities of the industry. This highlights the limitations of an academic without industry experience. However, his was the only expert opinion featured in the program, raising questions about whether the show was crafted to support a predetermined conclusion by selecting an interviewee whose views aligned with their narrative.
It’s clear that the Korean gaming industry faces significant challenges, and those within the industry are well aware of these issues. However, before assigning blame, traditional media should reflect on their role in potentially hindering the industry’s growth. Similarly, gaming academia must consider its contributions—or lack thereof—while the medical field has been diligently researching game addiction and presenting substantial data.
Academia should have taken the initiative to research the causal relationships of gaming addiction, the effectiveness of shutdown laws, and their impact on adolescent sleep patterns, while actively opposing the classification of gaming as a medical disorder. The primary challenges facing the Korean gaming industry stem more from external factors than from internal ones. It is deeply frustrating for industry professionals to see outsiders consistently criticize internal issues without acknowledging the significant external pressures affecting the industry.
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