Virtual Gambling Will Be Limited to 10 Hours Daily - The Korea Times

Virtual Gambling Will Be Limited to 10 Hours Daily

By Kim Hyun-cheol

Staff Reporter

A 10-hour daily limit is set to be imposed on online ``virtual'' gambling sites later this month at the earliest. The verification for adults will be strengthened for access to these sites.

These measures come as part of the ``Green Game Campaign,'' initiated by the Korea Association of Game Industry (KAOGI) Monday.

NHN, No.1 Web portal operator that owns an online game site Hangame, as well as other members will start to take measures on a ``voluntary basis.''

``It's about time the Korean game industry should take social responsibility in proportion to the fast growth it has achieved up to date," KAOGI Chairman Kim Jung-ho said.

The measures also include a system whereby under-age children's access to game sites can only be allowed with parental consent.

The game operators also agree to refrain from running ``automatic hunting'' programs and shut down illegal private servers for massively multiplayer online role-playing games.

The guideline comes after the Ministry of Culture, Sports and Tourism issued a regulation to prevent online games from turning into gambling,

Such games are the biggest cash cow for game portals such as Hangame, Pmang and Netmarble. A growing number of users are trading cyber money for real cash, which is illegal.

The new self-regulation is expected to chip away profits of game portals.

In a trial run, the 10-hour daily limit system initially slashed their profits before income revenue rose again. The personal verification is expected to be more of a threat to the game operators than the access time control, according to KAOGI

``It is likely to chase away loyal gamers," Hong Jong-kil of the Korea Investment & Securities said. ``The plans will also reduce gaming hours, as well as the trade of popular game items.''

Choi Chan-seok of KTB Securities, however, said it will not have a long-term influence in the profits of game portals.

``Sales were down in the third quarter last year after the government issued the guideline, but rebounded right away in the next quarter,'' Choi said. ``The game industry is resilient in retaining users."

hckim@koreatimes.co.kr

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