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WHO의 게임 이용 장애 질병 코드화 이후 언론의 게임 보도에 대한 내용 분석

Content Analysis of News Coverage on Games after the Inclusion of Gaming Disorder in ICD-11

  • 이숙정 (중앙대학교 미디어커뮤니케이션학부) ;
  • 육은희 (서울대학교 지능정보사회정책연구센터)
  • Lee, Sook-Jung (Dept. of Media & Communication, Chung-Ang University) ;
  • Youk, Eun-Hee (Center of Intelligent Society & Policy, Seoul University)
  • 투고 : 2021.05.10
  • 심사 : 2021.06.13
  • 발행 : 2021.06.20

초록

본 연구는 게임 이용 장애 질병 코드화라는 맥락에서 게임에 대한 언론 보도의 특징을 살펴보고자 했다. 이를 위해 2019년 5월부터 2020년 8월까지 국내 5개의 종합일간지에 보도된 게임 기사 694건을 분석했다. 그 결과, 게임 산업에 대한 보도의 비율이 매우 높았으나 주로 산업 동향·기업사 경영 현황에 관한 보도였다. 정책 보도는 규제 정책이 압도적으로 많았고 특히 중독 관련 정책 보도가 주를 이뤘다. WHO의 질병 코드화를 찬성하는 의견만 다룬 보도는 매우 적었고 반대하는 의견만 다루는 보도와 찬반 의견을 모두 다루는 보도량이 비슷한 비율을 보였다. 반대 근거로는 산업계와 학계의 관점이 반영돼 있었다. 이용 효과 보도는 매우 낮은 비율을 보였으나 게임을 극단적인 범죄·일탈행위의 원인으로 보도하는 기존 관행을 그대로 따르고 있음을 알 수 있었다.

This study examined how news has covered games since the decision to include gaming disorder in ICD-11. Data were 694 news article on games in five major newspapers. The results indicated the following: While the proportion of reports on game industry was high, those reports were mainly straight news announcing industry status and corporate management status. Reports on game policy focused on regulations, particularly game addiction or disorder. Reports on game uses and effects showed very low rates, but they have followed the existing practices of reporting games as the cause of extreme crimes and deviant behaviors.

키워드

과제정보

This study utilized the data collected to conduct the research of "Meta analysis of games studies and content analysis of news coverage on games" funded by Game Self-Governance Organization of Korea(GSOK).

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