Browse > Article
http://dx.doi.org/10.7583/JKGS.2018.18.6.95

Reflection and Suggestions on the Effects of Game Culture Policy  

Kim, Min-Kyu (Dept. of Culture and Contents, Ajou University)
Abstract
The game industry has grown to represent the domestic cultural industry, but the socio-cultural status of the game is not as high as industrial growth. In the early 2000s, the problem of dysfunctional use of youth games became a social issue and the game culture policy was established for 15 years. The purpose of this study is to examine the effect of policy on the prevention of dysfunction, The prevention of dysfunction of the game is somewhat effective, but the diffusion of positive function is insufficient and the improvement of recognition becomes more negative tendency. The effect is insufficient compared to the policy results. It is necessary to adjust the direction of game culture policy through consideration of securing basic data, post-management of policy, enhancement of cultural meaning, and universality of game culture.
Keywords
Game culture policy; Dysfunctional; Positive; Policy effect;
Citations & Related Records
Times Cited By KSCI : 2  (Citation Analysis)
연도 인용수 순위
1 Ministry of Culture, Sports and Tourism, 2014-2016 Korea Game White Paper, Ministry of Culture, Sports and Tourism
2 Seong Rak Choi, Sun Bok Seo, Study on the Perception Changes of Shut down Policy, Journal of Korea Game Society 2014 14(1), Korea Game Society, pp.69-80   DOI
3 Korea Game Developement & Promotion Institute, Teacher and parent awareness survey results on youth game use, 2005, Korea Game Developement & Promotion Institute(inner report)
4 Sun Young Ha, 'Game Addiction=Disease' stigma concerns ... Game industry dying taste, Jung Ang Il Bo, 2018. 10. 16. https://news.joins.com/article/23046239
5 Korea Creative Content Agency, 2017 Quarter 4 and Yearly Content Industry Trends Analysis Report(Game Industry), Korea Creative Content Agency, 2018. 5.
6 Korean Film Council, [Press Releases] 2017 Korean Film Industry Closing Announcement, 2018. 2. 12.
7 Soon Ki Kim, [Year round planning] Let's create a sound game culture : prologue, The Games, 2006. 01. 20. http://www.thegames.co.kr/news/articleView.html?idxno=118705
8 Lim Young Tak, Last year, the game industry grew 12.4% year-on-year…Total content exports accounted for 56%', Gamezine, 2018. 5. 15. http://gamezin.co.kr/news/articleView.html?idxno=201800309305
9 Ministry of Culture and Tourism, 2005 Korea Game White Paper / 2006 Korea Game White Paper, Ministry of Culture and Tourism, 2005, 2006
10 DeMaria, R. & Wilson, J. L., High Score!: The Illustrated History of Electronic Games, 2001
11 Eun Ji Ko, 2015 Health Game Culture Family Camp, 2015. 9. 1. Jeon Ju Daily Newspaper, http://www.jjmaeil.com/news/view.asp?idx=34711
12 Ministry of Culture and Tourism, Five-year plan of game industry promotion 2003-2007, 2003. Ministry of Culture, Sports and Tourism, Mid-to-long term plan of game industry promotion 2008-2012 : the second revolution, 2008, Ministry of Culture, Sports and Tourism, Mid-to-long term plan of game industry promotion 2015-2019, 2014
13 Ministry of Culture and Tourism, Planning to strengthen sound game culture-Preventing the dysfunction of the game., 2005. Ministry of Culture, Sports and Tourism, Game and immersion prevention and resolution measures(briefing), 2010. Private-public joint, Game culture promotion plan of communication and sympathy 2016-2020, 2016
14 Ministry of Culture and Tourism, Mid-term vision of e-sports development , 2004 /. Ministry of Culture, Sports and Tourism, e-sports mid-long term development plan, 2010
15 GAME INDUSTRY PROMOTION ACT, http://www.law.go.kr/engLsSc.do?tabMenuId=tab45&query=%EA%B2%8C%EC%9E%84%EC%82%B0%EC%97%85#
16 Korea Creative Content Agency, 2017 Game-Immersion Survey Report, 2017, Korea Creative Content Agency
17 Young Su Kim, Na Young Kim, Sung Hyun Cho, A Study on the Positive Impact of a Persuasive Game and Its Potential for Social Change Literacy, Journal of Korea Game Society 2014 14(1), Korea Game Society, pp.39-48,   DOI
18 Korea Creative Content Agency, 2014 Game User Survey Report, 2014, Korea Creative Content Agency, p.151
19 Korea Creative Content Agency, 2012-2017 Game-Immersion Survey Report, Korea Creative Content Agency
20 Korea Creative Content Agency, 2012-2016 Game-Immersion Survey Report, Korea Creative Content Agency
21 Korea Creative Content Agency, 2018 Functional game production & Education Gamification support selection result guide, Korea Creative Content Agency. http://www.kocca.kr/cop/bbs/view/B0000137/1835835.do?menuNo=200827; http://www.kocca.kr/cop/bbs/view/B0000137/1836374.do?menuNo=200827& noticevent=Y
22 Korea Creative Content Agency, Functional Game Performance Analysis and Activation Plan, 2018
23 Korea Creative Content Agency , 2015 Domestic Functional Game Business and Demand Agency Survey Report, 2015
24 Ministry of Culture and Tourism, 2002-2009 Korea Game White Paper, Ministry of Culture and Tourism
25 Geun Hyoung Lee, "Lack of sleep due to games" One out of four youths, Digital Times, 2004. 10. 19. http://www.dt.co.kr/contents.html?article_no=2004101902011217661001
26 Dong Jun Jang, Geon Ho Keun, Youth late night game 'shutdown' promotion, Electronic Times, 2008. 7. 31. http://www.etnews.com/200807300189
27 Korea Creative Content Agency, 2016-2017 Game Users Survey Report, Korea Creative Content Agency