• Title/Summary/Keyword: 게임물 등급 제도

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Problems and Improvement of Game Rating System - Focused on IARC member Countries (게임물 등급 제도의 문제점과 개선방안 모색 - IARC 가입국을 중심으로)

  • Kim, Dae-wook
    • The Journal of the Convergence on Culture Technology
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    • v.5 no.2
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    • pp.321-327
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    • 2019
  • This study aims to investigate the transition of the game rating system in Korea and to search for problems and improvement measures in the era of IARC game grade review. IARC(International Age Rating Coalition) is an International Classification Alliance, with 37 member organizations from 6 countries. In addition, IARC grants participating store-fronts autonomy to review game ratings. The method of deliberating games in Korea is proceeding with direct review by rating system and deliberation by IARC's own classification system. The problem of the rating system of the game is that the civilian becomes the subject, it relies on the questionnaire, and its side effects are caused by its own classification system. IARC guidelines can be developed to improve the game rating system, education on penalties and ratings for game developers, and management of participating front-stores. In conclusion, it may be dangerous to delegate rating authority to open market, and it is necessary to construct a discussion forum for ratings, including government and industry, game developers, users, and parents of under-age gamers. It is necessary to create a rating system for the game environment in Korea.

A Global Comparative Study on the Game Rating System (게임물 등급분류제도의 국제 비교 연구)

  • Kim, Sung-Won;Lee, Hwan-Soo;Jung, Hae-Sang
    • Journal of Digital Convergence
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    • v.17 no.12
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    • pp.91-108
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    • 2019
  • Game have become a universal leisure culture for the world. However, not only did the development of the game industry have a positive impact on society, but it also brought about various social problems, such as adversely affecting youth and encouraging criminal acts. In order to minimize these effects, countries around the world operate a game rating system to provide games suitable for age and social values from children and young people to the general public. Since games are new digital content, the limitations of the rating system are still discussed in many studies. Therefore, this study investigates the current status of global game regulation by investigating game rating systems of various countries including Korea. In addition, by comparing and analyzing the game rating system in Korea and the system of other countries, this study suggests a direction to improve our system more appropriately. The results of this study will contribute to securing the effectiveness and standardization of domestic game classification system.

A Study on Improvement Way of Game Rating System (게임물 등급분류제도의 개선방안에 관한 연구)

  • Kim, Sung-Won;Jung, Hae-Sang;Lee, Hwansoo
    • Journal of Korea Game Society
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    • v.19 no.5
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    • pp.15-38
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    • 2019
  • The game rating system of Korea has many issues in terms of 'censorship' and 'ambiguity', and has been pointed out as a factor that hinders industrial development. Although the Ministry of Culture, Sports and Tourism and other related organizations have made various efforts, it still seems to require more academic discussion. Therefore, in this study, the limitations of game rating system are reviewed, and the systems of foreign countries are analyzed to suggest the improvement direction.

Consideration on Role and Functions of Game Rating Board (게임물등급위원회의 발전방향 모색)

  • Kim, Chan-Soo;Park, Tae-Soon
    • The Journal of the Korea Contents Association
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    • v.7 no.4
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    • pp.114-122
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    • 2007
  • Recently, Game Rating Board has been established. It is to follow worldwide trend in building up publicity, autonomy and professionalism under the framework to assure freedom of expression. This article analyzed major nation's game rating system, and showed some points to need improvement which are to have more detailed classification in game rating, to modify contents descriptor, to appoint committee members with expertise on game, to revise articles to be capable of misuse, and to become a nongovernmental organization.

A study on the meaning of game policy through the amendment of game law (게임 법률의 제·개정을 통해 본 게임정책이 지향하는 의미 탐구)

  • Kim, Min Kyu
    • Review of Culture and Economy
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    • v.21 no.2
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    • pp.53-88
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    • 2018
  • Among the cultural industries, the game industry is the most economically valuable industry. It has been about twenty years since the game policy has been implemented and the game laws have been enacted. If the law is a willing expression for the realization of the policy, the orientation of the game policy can be grasped through revision of the game laws. SOUND RECORDS, VIDEO PRODUCTS, AND GAME SOFTWARE ACT, established in 1999, and GAME INDUSTRY PROMOTION ACT, which was enacted in 2006, are regulated by many revisions. In this paper, I try to understand the direction and meaning of Korean game policy(classification, game dysfunction, gambling, industry growth) through the contents of the revision of the game law for 20 years. The game policy shown through the amendment of the game law is intended to protect the game by regulating the game, and to protect the game user by preventing the gambling and preventing the game dysfunction, and to increase autonomy of users and choice of producers by switching to self rating system, and based on this, an environment for continuous industrial growth is created. In the future, game policies should consider cooperation with social areas beyond game-specific areas. On the other hand, it needs to respond to new agendas such as polarization of industrial structure, fair environment, employment environment.

Video Software Dealers Association v. Arnold Schwarzenegger(2009) of the United States Court of Appeals, Ninth Circuit and its Implication to the Korean Game Law (폭력성 비디오게임에 대한 미국 연방순회항소법원판결이 한국게임법제도에 주는 시사점 : Video Software Dealers Association v. Arnold Schwarzenegger(2009))

  • Park, Min;Hwang, Seung-Heum
    • Journal of Korea Game Society
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    • v.10 no.1
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    • pp.65-78
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    • 2010
  • In Video Software Dealers Association v. Arnold Schwarzenegger, the federal 9th Circuit Court decided that a California law imposing restrictions and a labeling requirement on the sale or rental of violent video games to minors (the "Act") violated rights guaranteed by the First and Fourteenth Amendments to the United States Constitution because: (1) the state introduced insufficient evidence to support a compelling interest that video games created psychological or neurological harm, (2) the Act was not the least-restrictive alternative to negate the harm, and (3) the lower, rational basis standard applicable to commercial speech did not apply to the Act's labeling requirements because the required label did not convey factual information. On the contrary, Korean Constitutional Court decided that "Harmful Medium to Youth" and "Preliminary Rate Classification" would be constitutional. However, under the least-restrictive method rule of the U. S. Court and Korean Court, overlap application of "Harmful Medium to Youth" and "Preliminary Rate Classification" could be a problem and it would be possible that stronger regulation among these would be found as unconstitutional.

VR Simulator Industry Promotion Issue (VR 시뮬레이터 산업 촉진 쟁점)

  • Song, Seung-keun
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2017.10a
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    • pp.197-198
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    • 2017
  • The purpose of this study is to investigate the problems of the VR simulator industry represented by the 4th industrial revolution and to examine measures for industrial promotion. For this purpose, we consider the VR simulator regulation and examine the problems. Since the VR simulator has the features of existing arcade games and amusement facilities, it should be classified as game or inspected with amusement facilities depending on the viewpoint. This can be a dual regulation, and before the VR simulator industry starts, there is a risk that the industry itself can be damaged by existing legal limitations. For this purpose, it is necessary to provide a unique legal system for VR simulator and it is necessary to examine the contents to be included in such laws and systems. It is expected that the legal system of VR simulator will lead to promotion of new industry.

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The Analysis for Gamble Regulation of Korea Arcade Game (국내 아케이드 게임의 사행성 규제 분석)

  • Han, Sang-keun;Song, Seung-Keun
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2016.10a
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    • pp.187-188
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    • 2016
  • In South Korea, regulations on gambling have been implemented since the beginning of the Game Rating Board, and they have been improved, newly enacted or deleted according to the current game industry. For instance, regulations on arcade games include that no more than 10,000 KRW can be input per hour, automated operation is prohibited, results cannot be saved, money exchange is prohibited, etc. The study aimed to relieve excessive regulations on gambling arcade games in South Korea such as unnecessary regulations and duplicate regulations in a practical way. It is therefore expected to contribute to implementing regulation plans for gambling games suitable for the level of consciousness of the South Korean people.

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An Empirical Analysis of the Regulation Effects on Webboard Games using VECM (벡터오차수정모형을 활용한 웹보드게임 규제영향에 대한 탐색적 연구)

  • Yoo, Byungjoon;Jeon, Seongmin
    • Asia-Pacific Journal of Business Venturing and Entrepreneurship
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    • v.9 no.6
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    • pp.109-115
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    • 2014
  • Sales of online games companies that began from the small and medium-sized ventures, have grown to billions or hundreds of million dollars to target the global market. The issues related with industrial policies and regulations for game industry gain attentions. In particular, the Korean government has strengthened the relevant regulations of the webboard game service across many departments within the government such as Media Rating Commission, Game Products Administrative Committee, Ministry of Culture, Tourism and Sports, and Ministry of Female and Family. In this study, we analyze the effects of government regulation on webboard games using a VECM(Vector Error Correction Model). We have acquired the Gametrix time-series data during a year since July 2013. Having the co-integration estimated in the analysis process, we attempt to identify the long-term equilibrium relationship within webboard game industry and predict use time in near future. The results show that the use time has decreased to a third to a fourth comparing to the initial value at the beginning point in 2013. Two representative webboard games are exposed to the significant risks to have less or no use time. Additionally, we discuss the issues of the overall game industry influenced by the changes of webboard games.

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