Game Culture Foundation Reports Over 3,900 Participants in Humanities Healing Programs This Year
게임문화재단, 올해 인문치유 프로그램 3,900여 명 참여
2025.12.30 10:29 UTC+9
AI Summary
The 2025 Digital Over-immersion Youth Humanities Healing Program successfully helped thousands of students regain balance. By using literary and historical themes, the initiative saw a significant 71.2% reduction in high-risk game addiction cases. The program plans to expand its reach next year to further support youth digital well-being.

From March to December, the Ministry of Culture, Sports and Tourism, the Arts Council Korea, and the Game Culture Foundation collaborated with 43 institutions—including primary, middle, and high schools, community youth centres, Gyeonggi Shared Schools, and welfare centres—to conduct the '2025 Digital Over-immersion Youth Humanities Healing Program'.
This program is a model validated by the 'Research and Development of Humanities Healing Programs for Game-addicted Youth' conducted in 2024, led by Professor Han Duck-hyun of Chung-Ang University Hospital. It is designed to address the psychological traits of youths experiencing over-immersion, such as reduced empathy and difficulties with self-regulation, by stimulating various cognitive brain regions to help them manage their digital habits.
This year's program focused on strengthening emotional and cognitive functions through literary texts, consisting of eight sessions. The scope will be expanded to include history starting next year.
Key activities included: ▲Forging new relationships through the book of 'me' ▲Assembling worlds of fantasy and transcendence ▲Facing my emotions ▲Improving relationships with parents and peers ▲My reading bucket list ▲From game player to creator ▲To my future self.
A total of 3,897 youths participated across 167 sessions (1,336 sub-sessions). Among 1,017 high-risk students, the 'problem' group decreased by 71.2% from 323 to 93, and the 'potential problem' group decreased by 47.4% from 694 to 365. Preventive education was also provided to 2,880 students in the general group.
Yoo Byung-han, Chairman of the Game Culture Foundation, stated, "We will continue to strengthen our humanities-based healing programs to ensure that youths can navigate the digital age as active participants, culturally resolving the side effects of media and finding a balanced life through humanistic reflection."
Detailed information is available on the official Game Culture Foundation website.

문화체육관광부, 한국문화예술위원회, 게임문화재단은 지난 3월부터 12월까지 전국 초·중·고등학교, 지역아동센터, 경기공유학교, 복지관 등 43개 기관과 연계해 '2025년도 디지털 과몰입 청소년 인문치유 프로그램(인문치유 프로그램)'을 진행했다.
인문치유 프로그램은 2024년 실시한 '게임과몰입 청소년 대상 인문학 치유 프로그램 개발·연구'를 통해 효과성을 검증(연구책임자: 중앙대학교병원 한덕현 교수)한 모델이다. 공감 능력 저하와 자기조절 능력 부족 등 과몰입 청소년의 심리적 특성을 반영해 뇌의 각 인지 영역을 자극함으로써 청소년 스스로 과몰입 상태를 조절할 수 있도록 설계했다.
올해 인문치유 프로그램은 문학 텍스트를 활용한 정서 및 인지 기능 강화에 초점을 맞춰 총 8회기로 구성됐다. 내년에는 역사 분야까지 영역을 확대한다.
이번 주요 활동은 ▲나라는 책으로 새로운 관계 맺기 ▲환상과 초월의 세계 조립하기 ▲내 감정 마주하기 ▲부모·또래 관계 개선 ▲나의 독서 버킷리스트 ▲게임 유저에서 창작자로 ▲미래의 나에게 등이다.
총 167회(1336회기)에 걸쳐 청소년 3,897명이 참여했고, 위험군 학생 1,017명 중 문제군은 기존 323명에서 93명으로 71.2% 감소하고 잠재문제군은 694명에서 365명으로 47.4% 줄었다. 일반군 학생 2,880명을 대상으로 예방 교육을 병행했다.
게임문화재단 유병한 이사장은 "인문학 기반의 치유 프로그램을 지속적으로 강화해 청소년들이 디지털 시대의 주체로서 매체의 부작용을 문화적으로 해소하고, 인문학적 성찰을 통해 균형 잡힌 삶을 찾을 수 있도록 적극 지원하겠다"고 밝혔다.
자세한 내용은 게임문화재단 공식 홈페이지를 통해 확인할 수 있다.
This news was translated by AI.
Let's not lose our initial resolve. Meticulously, one by one. risell@gamemeca.com
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