[Inside Chodong] If Games Are Better Than Short-Form Videos
"These days, teachers tell students that if they're going to watch short-form videos, they'd be better off playing games instead." I recently heard this from an acquaintance who has a child in elementary school. Having grown up in a generation where parents constantly worried about children enjoying games too freely, I couldn't help but be surprised.
Preferring games over short-form videos is welcome news for the gaming industry, which is competing with streaming platforms. Although games are the number one export item in the K-content industry, the number of people who actually enjoy games in their daily lives is declining. According to the "2025 Korea Game White Paper" published by the Korea Creative Content Agency, the game usage rate, which reached 74.4% in 2022, dropped to 62.9% in 2023, 59.9% in 2024, and 50.2% in 2025, marking a decrease for three consecutive years. This is the lowest rate since statistics began in 2015. The main reason is that there are now many alternative forms of entertainment, such as online video services (OTT), which are replacing games. Domestic and international gaming companies are now not only competing for popularity within the industry, but also contending with giants like Netflix and YouTube.
Of course, from a parent's perspective, both games and video content are hardly welcome. They are simply seen as elements that can cause over-immersion and interfere with children's education. However, differences such as user initiative and the process of earning rewards are making negative perceptions toward short-form videos even greater compared to games. Game users interact by directly controlling characters or devising strategies, maintaining an active state to solve problems. Rewards also require effort, such as completing quests. In contrast, short-form videos are consumed passively based on algorithms, and the stimulation is instantaneous.
Whether due to the emergence of a strong competitor or the base effect, it is clear that perceptions of games have improved significantly compared to the days when even the shutdown policy was in effect. This demonstrates that not only the gaming industry but also families and society have made efforts to prevent over-immersion. However, concerns about harmful effects are intensifying. The issues extend far beyond simply the revealing outfits of some characters. Parents are worried about the negative impact of game operating methods and unfiltered conversations between users on the formation of values and emotional development.
Roblox, often called "the playground for children," has emerged as a particular concern. The platform’s immense popularity comes with constant controversy. Roblox has implemented various safety measures for children and teenagers, such as age verification and chat age restrictions. The company is also negotiating customized services in countries where access is blocked or restricted. However, since content such as games is created and enjoyed within the platform, there are inevitable blind spots unless every piece of content is thoroughly reviewed. Conflicts have also arisen in Korea. Other metaverse (expanded virtual world) platforms, such as Minecraft and Zepeto, are also subjects of controversy.
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Parents are hoping for more active government intervention. The Game Users Association has suggested designating Roblox as a "self-rating classification operator" and establishing a management system at the individual content level as solutions. There are also calls to redefine standards for metaverse platforms as a whole. Even if the government has placed more emphasis on promoting rather than regulating the industry, ensuring safety from harmful content is an issue that cannot be neglected. Allowing the image of games, which has been painstakingly improved, to be tarnished by the current social problems of dopamine addiction centered on short-form content would be unwise, even from a promotional standpoint. Balanced regulation and support from the government are necessary.
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