This program is designed to improve game and immersion problems and restore the physical and mental balance of adolescents. It focused on developing self-regulation skills along with physical education activities and providing positive experiences through alternative activities. From warm-up to muscle strength, cardio, and clean-up exercises, it is necessary to create a healthy game-use environment for teenagers, including systematic sports activities.
The pilot program, which started last year for 12 lower-grade students at Bogil Elementary School in Wando-gun, Jeollanam-do, was expanded to 11 upper-grade students at Geumil Elementary School this year. Participating students showed high satisfaction with alternative activities through the program and experienced positive changes in game dependence.
An official from Geumil Elementary School said, "This program served as an opportunity for students to learn how to use games more creatively and soundly," adding, "We expect it to expand nationwide and benefit more teenagers."
An official from the Game Culture Foundation said, "This program has become an opportunity for teenagers to regain confidence and explore new possibilities beyond solving problems with games and immersion. We will continue to support them to find physical and mental balance through cultural arts and physical activities."
Based on the results of the pilot operation, the Game Culture Foundation plans to expand the program to islands and mountains nationwide from 2025. This case is evaluated as an exemplary case that fosters a healthy game use culture and supports youth sentiment.
Currently, the program is operated in cooperation with eight game and immersion healing centers nationwide.
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