
SEOUL — South Korea’s lawmakers, industry leaders, and global tech executives gathered in Yeouido on Tuesday to discuss the evolving intersection of artificial intelligence, youth creation, and regulatory frameworks within the modern gaming ecosystem.
The "Global Economic Future Strategy Forum (GEF) 2026," themed "From Games to AI Creation, Opening a New Future," was co-hosted by Representative Lee Jung-moon of the National Assembly's Culture, Sports and Tourism Committee and the Global Economic Research Institute, headed by Director Yoo Jung-woo.
During the opening sessions, officials emphasized that technological innovation must be met with industrial responsibility. Representative Lee stressed that modern regulations must act as safety boundaries rather than restrictive barriers.
"We are living in an era of grand transformation where artificial intelligence blurs industry boundaries and creativity drives economic value," Rep. Lee stated. "We will ensure that regulations serve as a safe playground fence rather than shackles, protecting minors while fostering an environment where creators can boldly innovate."
National Assembly Culture, Sports and Tourism Committee Chairperson Lee Jae-jung praised the event's timing, extending gratitude to international delegates—including Roblox Global Policy Senior Vice President Nicky Jackson Colaco—for contributing global insights.
Rising Youth Creators and AI-Driven Content
Keynote speaker Professor Lee Jae-jun of Sungkyunkwan University highlighted games as the powerhouse of South Korea's content exports. Out of $14.9 billion in total content exports recorded in 2025, gaming accounted for approximately $8.6 billion, or 58%. Professor Lee noted that as AI flattens technical barriers to entry, individual creativity, ingenuity, and a willingness to experiment have become core competitive advantages.
Roblox SVP Nicky Jackson Colaco reinforced this perspective by spotlighting South Korean creators. By the end of 2025, approximately 1,300 games developed by Korean creators surpassed 1 million cumulative visits, including a notable success story of teenage sibling developers whose game amassed 1.8 billion visits.
"It all started with small teams and small ideas," Colaco remarked, pointing out that expanding creative opportunities must be balanced with robust youth protection measures.
Industry representatives agreed that safety and creativity are mutually achievable goals. Lee Seul-ki, Executive Managing Director at Roblox Korea, noted that platforms, families, and governments can successfully collaborate to protect young users without hindering innovation. The forum also showcased proactive safety initiatives, including digital safety training programs for over 1,000 parents and professional development courses completed by more than 3,000 teachers.
Virtual Worlds as a Bridge to Reality
Beyond commercial growth, the forum shed light on the social and therapeutic impacts of virtual spaces. Kim Hak-in, author of How Many Metaverses Do I Take to Get to School?, shared personal testimony regarding his autistic son, who overcame severe mobility anxieties through online virtual worlds. Today, his son independently navigates public transit and manages a travel-focused YouTube channel.
"The virtual world was never just a destination; it was a stepping stone into reality," Kim said. "True digital inclusion in the age of AI means opening a viable pathway for children to challenge themselves."
An accompanying special exhibition at the National Assembly Members' Hall runs through November 13. It features interactive AI-powered game generation tools, coding education initiatives hosted in collaboration with Hyundai Motor Company, and community family zones.
The forum drew over 100 high-profile attendees from political, academic, media, and governmental spheres, including senior lawmakers, media association heads, and representatives from the Game Rating and Administration Committee.
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