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We Got This Covered
We Got This Covered
William Kennedy

In 2005, a man died after playing a video game for 50 hours straight. Here’s what killed him

In August 2005, a tragic story emerged from South Korea where a 28-year-old man collapsed and died after playing StarCraft for nearly 50 hours straight. But what exactly caused his death?

Before he died, Lee Seung Seop entered an internet café and began a marathon StarCraft gaming session that would last nearly two full days. Over those 50 hours, he hardly ate or slept, and only took short breaks to use the bathroom or rest briefly, according to witnesses. On August 5, he collapsed in the café. According to the BBC, first responders rushed him to a hospital, where staff pronounced him dead.

A combination of factors caused Lee’s death

Authorities never released an autopsy report in English. But medical experts and public health researchers have concluded that, based on the known circumstances, going nearly two days without sufficient hydration caused dangerous electrolyte imbalances that stressed his heart and disrupted normal rhythms. Other organ failure may have also been a contributing factor due to the severe physical stress that prolonged immobility, lack of sleep, and poor nutrition can cause.

Moreover, extended immobility, especially in a seated position, reduces circulation and increases the risk of blood clots or other circulatory problems.

Lee may have had underlying conditions

Researchers also note that individuals who die under such conditions may have underlying vulnerabilities, such as hidden heart issues, that go undetected until the body is pushed to the extreme. In Lee’s case, the physical toll of 50 continuous hours of stress appears to have ultimately overwhelmed his system.

In South Korea, where “PC bangs,” or internet gaming cafés, were a major part of youth culture, Lee’s death became a defining moment in conversations about video game addiction, marathon gaming, and health risks.

Following the incident, several game companies began including on-screen reminders for players to take breaks. The South Korean government also developed programs to address gaming addiction, particularly among teenagers.

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