With the advent of the era when games can be downloaded or played in real time regardless of borders, the importance of international game distribution platforms in the game industry is increasing. However, in the case of Steam, the world's biggest international game distribution platform, it is problematic because it is not properly subject to the domestic game classification system.
 There are many discussions on the need for improvement in the game classification system, but it is problematic that games that have not been classified are exposed to the public through large international game distribution platforms unless the function of youth protection, which is one of the main purposes of the classification system, is overlooked.
 In the text, we first look at the history and institutional purpose of the game product classification system, and the rating system overseas, and based on this, we look at the disciplinary system under the current game industry law. Furthermore, it examines how overseas game products are handled in the Game Industry Act, whether the concept definition is appropriate, and how the rating for international game distribution platforms such as Steam should be classified.
 In conclusion, it is necessary to clarify the concept of overseas game products under the Korean Game Industry Act so that it can be harmonized with the current game classification system. This is because there are already separate autonomous classifications and fines for overseas games, but the establishment of a clear concept category will serve as the basis for systematic regulations and responses to flooding overseas games in the future.
 In addition, it is necessary to go through close cooperation with major international game distribution platform operators in the future, and gradually proceed with basic discussions such as the introduction of a simple age authentication system and random exposure restrictions on adult games.
 In particular, since the influx of adult games from international game distribution platforms is not only a problem in Korea, it is also possible to consider cooperating with overseas game rating agencies or organizations. Furthermore, it is necessary to come up with legislative policy measures to properly regulate overseas game products in the long-term direction of improving the game classification system, and in-depth discussions need to be conducted in academia in the future.
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