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게임이용장애 질병코드 도입에 따른 사회적 비용 추정 연구

Estimation of social cost for the inclusion of gaming disorder in public disease category

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초록

2019년 게임이용장애가 WHO의 국제질병분류(ICD-11)에 포함되면서 게임 산업 뿐만 아니라 사회에도 많은 혼란과 갈등이 예상되지만, 그로 인한 사회적 비용과 피해는 아직까지 충분히 고려되지 못한 상태이다. 따라서 본 연구는 게임이용장애 질병코드 도입으로 유발되는 사회적 비용을 추정하여 게임이용장애에 대한 공공의료정책 설계 및 의사결정을 지원하고자 한다. 이를 위해 본 연구에서는 비시장재에 대한 가치평가 방법으로 널리 사용되는 조건부가치측정법(CVM)을 활용하여 공공의료에 게임이용장애를 도입함으로써 야기되는 사회적 비용을 추정하였다. 총 1,021명에 대한 전국 층화표본을 통한 설문 분석 결과 아동의 게임이용장애에 대한 월간 치료비용에 대한 지불의사는 약 155,100원으로 나타났으며, 자신의 아이가 게임이용장애로 의심되어 치료를 받고자 하는 비율은 12.54%로 나타나 게임이용장애 유병률(1.9%)과 큰 차이가 존재하는 것을 확인하였다. 아동의 게임이용장애 의심률과 유병률의 차이를 고려하면 위양성 문제로 인한 과도한 치료 비용은 연간 1,236억원에 이를 것으로 추정되며, 이는 한국의 주의력결핍 과잉행동장애(ADHD) 연간 치료비의 약 4.3배가 넘는 수치이다. 따라서 게임이용장애를 공공의료정책 안에 포함하기 전에 이에 대한 충분한 과학적 증거 마련 및 신중한 정책적 접근이 필요하다.

Abstract

Due to the announcement of WHO's International Classification of Diseases (ICD-11) for inclusion of gaming disorder in 2019, society and industries are now suffering confusion and conflict. However, the social costs and damages resulting from the inclusion of gaming disorder are not yet fully considered. In this study, we tried to estimate the social cost caused by the inclusion of gaming disorder in public health system by using contingent valuation method (CVM), a widely used valuation method for non-market goods in environment economics. The willingness to pay for the treatment cost of a child's gaming disorder was estimated to be about KRW 155,100 per month. Considering the difference between the prevalence of gaming disorder (1.9%) and the suspected rate of gaming disorder in children (12.54%), the excessive treatment cost due to the false-positive problem is estimated to be 123.6 billion won. This is equivalent to more than 4.3 times of the annual treatment cost of attention deficit hyperactivity disorder (ADHD) in Korea. Considering the possible social cost due to the inclusion of gaming disorder in South Korean public healthcare system, the government should approach the decision based on the sufficient scientific evidence.

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