WIRED KOREA
Population: 48.4 million(July 2008 est.)
Median age: 36.7 years
GDP (PPP): $1.312 trillion (2008 est.), 14th largest in the world
Korean gaming industry (including game centers): $7.8 billion (2006)
Internet usage rate: 76.5 percent (2008)
Percentage of Internet users age 3 to 5: 2.3 percent (2008)
Wireless Internet usage rate (ages 12 to 59): 52.5 percent (2008)
Household broadband penetration:: 97 percent (2008)
Landlines: 23.02 million (2008)
Cell phones: 44.98 million (2008)
Other facts:
- The Korean government began investing in a nationwide broadband network in 1994
- South Korea has over 20,000 Internet cafes called "PC Bangs"
- 43 percent of Koreans maintain a blog
- 20 million people belong to Cyworld, an online "parallel universe"/social networking site
- In early 2009 the Korean Communications Commission (KCC) announced a plan to invest $837 million -- in addition to $21.1 billion in private funds -- to provide 1-Gbps average broadband speeds to major cities by 2012 (meaning a 120-minute feature film will take 12 seconds to download). The average U.S. broadband speed is 4.8 Mbps -- 200 times slower.
Resources
- Internet Statistics Information System
- CIA Fact Book on Korea
- National Internet Development Agency of Korea
- Informatization Promotion Committee -- Publishes an annual report on the development of the information communication technology sector in Korea
- National Information Society Agency -- Publishes papers on Korean government IT policy
- The Information Technology and Innovation Founcation brief on South Korea's IT trends [PDF]
- Visit Cyworld, Korea's popular social networking site
- South Korea's 2012 broadband plan
- 2007 study of broadband penetration around the world [PDF]
Comments
Interesting take on South Korea, though in watching it i get an overwhelming feeling that the technology has less impact then the psychological environment the diagnosed kids live in. Online games, and the internet in general, are social hubs to vent out frustration caused by school and home life. Treating it as a disease is like taking away existing and proven medicine, and replacing it with something that was more socially traditional in the past, such as herbal medicine. Its not even a real treatment, but simply a medicine to alleviate the problems for a short while.
The doctors really should be focusing on the root causes, such as the unyielding educational system, or a unbalanced family structure. To demonize the technology portrayed as a disease without giving it any analysis as why its so addicting in the first place is very unjust.
I hope your other reports delve deeper into online and gaming technology, rather then restating the outward social views that are already over abundantly present in the news.
-SenakuJin
Senakujin / September 15, 2009 10:35 PMNice Video Wow. I learned alot.
Anonymous / September 20, 2009 9:39 AM