Korea's Cinderella Law: The Ten-Year Experiment in Switching Off Teen Gamers
From 2011 to 2021, Korean teenagers under 16 were blocked from online PC games between midnight and 6am. Then Minecraft became an adults-only game, and the law fell. What the shutdown law did, and what replaced it.

In July 2021, Korean parents discovered that Minecraft, the block-building game played in classrooms around the world, had become an adults-only game in their country. To buy it in Korea, you now had to be 19. The reason was not violence or gambling. It was a ten-year-old law that told the internet to put children to bed.
Korea's shutdown law, nicknamed the "Cinderella law", banned teenagers under 16 from playing online games between midnight and 6am. It came into force on November 20, 2011, and ended on January 1, 2022. It was one of the most famous game regulations in the world, and one of the most argued about.
Where it came from
The idea dated back to a 2005 proposal, when worries about game addiction among young people had become a national issue. The shutdown provision was written into Korea's Youth Protection Act, overseen by the Ministry of Gender Equality and Family, and it passed the National Assembly in 2011.
The rule was simple. Online game services had to stop under-16 players from logging in or playing between 00:00 and 06:00. In practice, it applied mainly to PC online games; console and mobile games were not covered.
The legal challenge
Game companies and others challenged the law, arguing that it violated young people's rights and the freedom of businesses. On April 24, 2014, Korea's Constitutional Court upheld it, ruling that the law did not unfairly infringe young people's rights because game addiction is harmful to health.
The rules were softened later that year, allowing parents to ask for their children to be exempted. But the basic midnight ban stayed in place for another seven years.
Did it work?
Supporters said the law sent a clear message about sleep and health in its early years. Critics said it was easy to get around, for example with a parent's account, and that it targeted the wrong thing. As Korean teenagers moved from PCs to smartphones and video platforms, a ban that covered only PC online games looked increasingly out of date.
It also became a symbol abroad. Foreign news stories often presented Korea as the country that legally switched off teenagers' games at night, and critics at home argued that the law made Korea look like a regulation-heavy "game-regulating nation" while its own game industry was competing worldwide.
The Minecraft moment
The end came quickly, and a block game helped. In 2021, Microsoft, which owns Minecraft's developer Mojang, was merging Minecraft accounts into Xbox accounts. Building a separate Korea-only system to enforce the midnight ban would have been complicated. Instead, in July 2021, Microsoft restricted Minecraft purchases in Korea to users aged 19 and over, and younger players who already owned it were locked out.
A game rated 12+ and used in schools had become, in effect, adults-only because of the shutdown law. The story spread fast, and political pressure to scrap the law grew.
On November 11, 2021, the National Assembly passed an amendment ending the shutdown system. It took effect on January 1, 2022, after about a decade. The government's focus moved to the parent-led game time selection system and to counselling and support services for young people with gaming problems.
Why it matters
The shutdown law is a case study in how game regulation ages. It was written for a world of PC bangs and desktop computers, and it ended because the world moved to phones, consoles and global accounts.
It also shows the difference between two approaches: the state deciding when children can play, and parents deciding with tools the industry provides. Korea tried the first for ten years and switched to the second. Other countries are still choosing; China, for example, has used much stricter time limits for minors.
WGC's take: the shutdown law was well meant and badly aimed. Its legacy is a useful lesson for today's debates about loot boxes and online safety, which we cover in our loot box law guide: rules work best when they are about what a game does, not only when it is played.