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자료유형
학술저널
저자정보
오태원 (경일대학교)
저널정보
한국인터넷윤리학회 디지털 윤리 디지털 윤리 Vol.3 No.2
발행연도
2019.1
수록면
1 - 8 (8page)

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On 24 May 2019, the World Health Organization (WHO) unanimously passed the registration of disease codes for gaming disorders in the 11th International Classification of Disease Standards (IDC) by the B Committee of the 72nd Assembly. There has been much controversy over gaming disorders prior to the WHO's decision to register, resulting in sharp opposition between the pros and cons. The Ministry of Health and Welfare welcomes the decision and is more willing to accept it than any other country, and the Ministry of Culture, Sports and Tourism, which is governing the game industry, has expressed opposition. It is necessary to go beyond the somewhat emotional discussion about the gaming disorder and discuss it in the normative theory. The proposition that "gaming disorder is a disease" will trigger normative interactions between normative elements. Since the game is already within the norm and will continue to do so, the above proposition is ultimately the normative proposition. And normative propositions should be more specific about the cause and effect. We all want our future generations to build a healthy culture of game play. The problem of the use of games in future is not just a problem of disease prevention, but digital citizenship for the citizens of the future society as if illiteracy and modern citizenship education were needed to form modern civil society.

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