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The South Korean government is introducing policies aimed at curbing the amount of time children spend playing online games.
The first involves barring online gaming access to young people of school age between 12am (midnight) and 8am.
The other policy suggests slowing down people's internet connections after they have been logged on to certain games for a long period of time.
The Culture Ministry is calling on games providers to implement the plans.
It is asking the companies to monitor the national identity numbers of their players, which includes the age of the individual.
Parents can also choose to be notified if their identity number is used online.
"The policy provides a way for parents to supervise their children's game playing," Lee Young-ah from the Ministry of Culture, Sports and Tourism told Reuters.
The Korea Herald reports that Barameui Nara, Maple Story and Mabinogi, three popular virtual worlds, will introduce the blackout later this year.
Meanwhile role playing games "Dungeon and Fighter" and "Dragon Nest" will pilot the connection slowing scheme.
A total of 19 role playing games will eventually be included - a huge proportion of the online gaming market in the country.
South Korea has sophisticated high speed broadband connections and online gaming is enormously popular.
But there has been growing concern over the amount of time its citizens spend in virtual worlds and playing online games.
A couple whose baby daughter starved while they spent up to 12 hours a day in internet cafes raising a virtual child online have made headlines around the world.
They were charged with negligent homicide and are due to be sentenced on 16 April.
Online gaming is a big problem in South Korea, and apparently in some other Asian countries as well. But specifically South Korea. And they're acknowledging it and trying to do something about it. I can only speak from my very specific and very strange experience with MMOs, which I do not play myself, and net cafes. And that experience is that when combined they can ruin lives.
It may seem odd that the South Korean government is relying on the companies themselves to police their players, but MMOs don't work quite the same way there as they do in the EU and North America. Asian MMOs are mostly run on cash shops, and the cash shops actually cater better to off-and-on players, selling items that will give you temporary power or exp boosts. So if you can limit a player's gaming time then it's just more reason for them to buy cash shops items that will help them make up for the loss.
I know at least on of the games in the article, Dungeon and Fighter, has a built in stamina system already, which prevents you from entering dungeons more than a set amount each day (though obviously the cash shop will let you get around this), and I've seen that done in at least one more Korean MMO. So obviously the developers know what's going on.
The relevance for the rest of the world is that, although not as severe as in South Korea, MMOs do rule some people's lives. Will other governments have to step in on this, or will companies head this warning call and accept some social responsibility for games that they specifically design to be as addictive as possible?