Seongnam City has positioned itself as Korea's game industry hub since the early 2000s through Pangyo Techno Valley development. Yet the city's Addiction Management Integration Support Center recently organized a "AI-Based Addiction Prevention Content Creation Contest" classifying "internet games" alongside alcohol, drugs, and gambling as one of "4 major addictions" — triggering strong industry backlash. The contest organizers cited Ministry of Health and Welfare and WHO guidelines as basis, but the industry interpreted this as a "game disease" framing attempt. Eight game industry organizations including Korea Game Industry Association (K-GAMES) issued a joint statement on June 13, 2024, calling the classification "a serious distortion and insult to the game industry and culture" and demanding official apology and recurrence prevention. The Ministry of Culture, Sports and Tourism officially communicated to the Ministry of Health and Welfare that "games legally constitute 'cultural content industry' and classifying them as addictive substances or management targets cannot be determined without legal and social consensus." The term "internet games" was ultimately changed to "internet" after industry pressure, but the contradiction remains unresolved: Seongnam generates approximately 77% of its content exports and 60% of Korea's total game industry exports from Pangyo-based game companies (Nexon, NCSoft, Kakao Games, Smilegate, Krafton), providing tax concessions, R&D support, and talent attraction policies to the industry — while simultaneously running public health programs that pathologize gaming. The case illustrates how the "gaming disorder" classification by WHO (ICD-11, 2019) — contested by gaming researchers and industry worldwide — creates policy contradictions when adopted into local public health frameworks without nuanced implementation guidance.