“Companies need to see a guide to move, but we keep only reviewing things. Then game companies can only ask, ‘Are you telling us to market or not?’” (Culture, Sports and Tourism Minister Choi Hwi-young)
Culture, Sports and Tourism Minister Choi Hwi-young on April 30 scolded the ministry’s game policy team, saying it must quickly provide the industry with clear guidance as rules and interpretations lag behind rapid change in gaming and AI.
“We need to give guidance quickly,” Choi said at the second meeting of the Culture and Arts Policy Advisory Committee’s game subcommittee at the National Museum of Modern and Contemporary Art, Seoul. “Even if it’s just, ‘You can do this much for now,’ or ‘Ask us,’ we should issue as much guidance as we can within what’s possible.”
The meeting brought together committee members representing the ministry and the game industry (Bae Su-jeong, Yoo Seung-hyun and Lim Su-jin), academia (Lee Seung-hoon and Hwang Seung-heum), and associations and groups (Cho Young-gi, Hwang Sung-ik and Kim Young-man) to discuss key tasks and policies for the sector.
Members said the industry remains constrained by the fallout from the Sea Story controversy 20 years ago, arguing that a lingering gambling-related stigma makes it difficult to run promotions, including prize giveaways.
Kim Young-man, president of the Korea e-Sports Association, said prizes are also used in e-sports and are unrelated to gambling. He said problems persist because of regulations rooted in two-decade-old concerns, citing cases in which services that had operated for 15 years without issues, including Real Farm, were blocked.
Kim added that game companies in Taiwan and Japan offer rewards and urged faster action on issues that can be resolved through the will of the ministry and the public.
Choi said the government is reviewing regulatory easing but faces concerns about side effects. “We should move one step within what society can accept, then another step,” he said, adding that officials are discussing how far rules can be relaxed while remaining effective and reducing public unease.
Lee Seung-hoon, a professor in the Department of Game Contents at Anyang University, said restrictions on prize giveaways are making it harder for game companies to build user data. He said Google and Apple do not share user information with developers, and that marketing costs tied to those platforms rise while companies cannot accumulate data.
Lee said game companies risk losing key assets beyond development, including open-market access and promotion. He added that when the Sea Story issue erupted, there were no e-sports tournaments, and suggested that even clearer legal interpretation could help remove gambling-related concerns.
Artificial intelligence was also a major topic. Choi said the game industry leads IT advances and urged rapid adoption of AI achievements in the field. He asked participants to propose what government support is needed so the industry does not fall behind.
Industry representatives criticized support programs as outdated. Yoo Seung-hyun, CEO of Wonder Potion, said AI has made it possible for small teams to build games, but Korea Creative Content Agency programs still reflect older standards, including residency requirements that set a minimum staffing level of about 10 people. With AI, he said, three people can now make a game.
Yoo called the criteria too harsh and urged easing standards to match changing conditions. He also said there is some support for AI tool costs, but the amounts are limited even as prices rise, and asked for expanded, more advanced support.
The meeting also reviewed follow-up progress on issues raised at the first subcommittee session, including cracking down on illegal private game servers, making the 52-hour workweek rule more flexible for the game sector, and introducing a tax credit for game production costs.
Choi said illegal private servers would be blocked immediately through the introduction of an emergency takedown authority. He said the tax credit for game production costs should be introduced next year. He also pledged that a 120 billion won game fund, created with a 60 billion won investment from Nexon, would be focused on small and indie game companies.
* This article has been translated by AI.
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