


As part of its efforts to battle online game addictions among teenagers, South Korea introduced a law that prohibits those aged 16 and under from playing online games between midnight and 6 a.m. The biggest displacements due to addiction include sleep, school, homework, promises to meet with friends and time spent with friends. The consequences of several hours spent at the PC bang gaming and the strong need to compete causes increased addiction and displacement problems of the Korean PC bang users. With computer and Internet access so readily available to the public, both at home and at PC bangs, gaming addiction has become a concern.

They have suggested that the games themselves may promote a social environment by promoting the development of squads or groups of players to play the game more effectively. Many students have suggested that the PC-Bang provides a stress free, fun and youth dominated environment where groups of friends can meet and engage in a cooperative game. Gamers have turned the PC bang into a socialization facility, becoming a huge part in the lives of the Korean youth today. PC bang industry has created a culture that is participated in by most youth in South Korea. League of Legends, Lineage II, Sudden Attack and Starcraft are the most popular games for late-night players. Competitive game players (ages 18 and up) start coming in at 8pm and usually stay for several hours or all night. They usually play online card, arcade, or MMORPG games. Around dinner time, teenagers and young adults come in. During this time is when PC bangs are the noisiest. During the afternoons, young males come in groups between 1-3 pm. In the mornings, the primary type of user is an adult male, between 30 and 50. Throughout the day, the demographics of the PC room change. For example, the Nexon games Kart Rider and BnB reward players with bonus "Lucci" - the games' virtual currencies - when they log on from a PC bang.Īlthough PC bangs are used by all ages and genders, they are most popular with male gamers in their teens and twenties. Many popular Korean multiplayer games provide players with incentives which encourage them to play from a PC bang. Accompanying this high rate of home Internet access it is estimated the number of PC bangs grew from 100 to 25,000 between 19. As of 2002, 25 million citizens were using the Internet, and 14.4 million Korean homes were equipped with Internet access. At the time South Korea had a thriving computer industry with Internet use reaching over 50% of the population. PC bangs rose to popularity following the release of the PC game StarCraft in 1998. The most played games in PC bangs are known as massively multiplayer online role-playing games, in which more than 100,000 people around the globe can play at the same time. From 1988 to 1993, the press had labeled such cafes as "electronic cafe" however, after the opening of BNC, labels such as "modem cafe", "network cafe", and "cyber cafe" have been introduced by the press. It gained immense popularity, a first for such type of cafe. Jung Min-Ho founded the first public Internet cafe, named BNC, in 서초구 (Seocho District). In April 1994, the first Internet cafe was opened. However, it was only known to locals and not widely known, yet. At the time, people were able to use two 16-bit computers, which were connected by a telephone line. The original creators of the junja kappeh, Ahn Sang-Soo and Geum Nu-Ree, launched this electronic cafe next to Hongik University. The origin of PC bang starts with 전자 카페('jeonja kape', which literally translates to 'electronic cafe') in South Korea opened in March 1988, which was then closed in 1991.
