• Title/Summary/Keyword: 게임물 심의

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Key Elements of Rating Classification of Adult Arcade Games : Toward Golden Poker Castle, Adult Non-Amusement With Prize Arcade Game (성인용 아케이드게임물의 등급분류 핵심요소 : 황금(黃金) 포커성(城), 성인용 비경품 아케이드게임물을 중심으로)

  • Song, Seung-Keun
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.18 no.6
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    • pp.1469-1474
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    • 2014
  • This research aims to investigate the difference between game graphics which considers key elements and game systems which do them in the rating classification of adult arcade games during reviews. The case of the supreme court about 'The Golden Porker Castle' last year for 3 years presents the basis whether considers the game graphics or the game system during the review for the game. It implies to identify the gambling game device for the adult arcade game. This research try to find the direction for the scientific, systematic rating classification to enhance the reliability and the validity in it.

Analysis of Technical Review for Domestic Arcade Game in perspective of Global Standard : Towards Rated M Game (국제표준 측면에서 국내 아케이드 게임에 대한 기술심의 분석 : 청소년이용불가 게임을 중심으로)

  • Song, Seong-Keun;Choi, Hun
    • Cartoon and Animation Studies
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    • s.33
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    • pp.551-578
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    • 2013
  • Since October 2006, number of deliberations of arcade game in Game Rating Board (GRB) annually was more than 1,000 cases except 2007 and 2010. However, these cases excessively handle to deliberate the game rating. Especially, the rating is manually performed thus, hindering the consistency and objectivity of the deliberation. To resolve this problems, we think that the automation of technical deliberation is necessary for arcade game which is needed to have much time for deliberation. The purpose of this study is to identify what the possibility part of automation or what obviously part of automation in the deliberation of game rating. To achieve our research purposes, we conducted in-depth interview with GLI standardization expert in BMM Korea and person in charge for deliberation in game rating board. The interview results show that 12 standardization and 14 automation factors for deliberation in game rating of arcade game. This study will expect bases in game development and promotion in game industry.

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.

The Analysis for the Regulation related to Chinese Online Game Review -Focused on NHN Chinese Game- (중국 온라인 게임 심의에 관한 규제 분석 -중국 NHN 게임을 중심으로-)

  • Song, Seung-Keun;Kim, Chee-Yong
    • The Journal of the Korea Contents Association
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    • v.9 no.11
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    • pp.151-162
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    • 2009
  • The objective of this study is to uncover the standard and procedure of the review for the online game to export to China and try to find a plan how to solve a problem such as regulation for the online game imported into China depending on a protective policy for homemade game. The literatures related to the policy of China online game industry and the present condition of the wholistic restriction are reviewed and the standard and procedure of the review of China online game which is veiled was able to find definitely by using the case study on Korean company which was a great success as localization in China. As a result of this study, we found that the key factor on the review standard of China online game is the anti-social personality, such as 'the overthrow of Chinese socialist system', 'the territorial issue as the eviction of Hong Kong or the acknowledgment of Taiwan government', 'independence problem of the minorities', and 'damage to property as national treasure', et cetera. While the review of the homemade game in China takes about a month through just two steps in review process on online game, that of foreign game is required over at least three months through four steps in it. Moreover, it is difficult for foreign games to obtain the license due to total amount regulation for online game by 'General Administration of Press and Publication of the People's the Republic of China'. In the case of the joint-venture company, it is most important to the smooth communication between Korean company and Chinese company in order to overcome these strong regulation for online game review in China. Furthermore, as Chinese company in outward appearance it is need to be positioned absolutely in Chinese marketplace. The definite positioning strategy enables foreign companies to avoid the strong regulation about the foreign game in China. To understand, finally, deeply politics, society, and culture presented in Chinese ethics textbook permits the foreign companies to predict the exact standard of the review for online game. Therefore, this study is concluded with key implications to sustain guidelines on the deliberation for foreign companies which want to export online game to China to improve the predictability and accountableness about the review of the online game in China.

Proposal for Technical Review of Adult Arcade Game (성인용 아케이드게임 기술심의 제안)

  • Song, Seung-keun
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2013.10a
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    • pp.553-555
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    • 2013
  • Game Rating Board(GRB) of Korea set up in 29 October, 2006 has been 7th years and it will disappear in 23 November, 2013. For the first time the 'GRB' of Korea has the goal which held the nonofficial transfer of rating classification for game. But it had the justification which become more distant from the nonofficial transfer due to the affairs of 'See Story' in August, 2006. As a result, because of rapid normalization of game rating rather than the systematic transfer from 'Video Rating Board' of Korea cause no preparation of scientific professional rating review. It showed the entry-level appearance though stressing profession from the beginning of setup. Specially more transaction expense were increased because of no consistency and predictability for game review. However, it could be overcome by preparation for definite global standard and scientific rating system. Consequently technological possibility of BMM Korea based on 'Gaming Laboratory Institute(GLI)' standard expected to be alternative in the technical review of the adult arcade game.

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A Study on the Electromagnetic Card System of Arcade Games within the Framework of Relieving Speculation (사행성 완화 관점에서 아케이드게임의 전자카드제에 관한 연구)

  • Park, Jong-Il;Kim, Dong-Hyun;Huh, Moon-Haeng
    • Journal of Korea Game Society
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    • v.11 no.6
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    • pp.181-191
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    • 2011
  • This study establishes the theory of minimizing the Speculation occurring and creates the promotion of the domestic Arcade Game. The study analyzed the present Game Rating of speculation standard in this field and compared the domestic instances with international ones. The study therefore proposes that the domestic game industry should adopt the future model of electromagnetic-card that will lead to the basis of the industry that is not under the system at present. The new system will also verify the useful alternative that will enhance the domestic Arcade Game.

A Reproduction of Amusement With Prize(AWP) in perspective of Game Graphic and Game System (게임그래픽과 게임시스템적인 측면에서 사행성유기기구 모사)

  • Song, Seung-keun
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2014.05a
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    • pp.525-526
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    • 2014
  • Currently many people are concerned about 'Amusement With Prize(AWP)', together with the starting of Game Rating and Administration Committee (hereafter 'GRAC'). The mature-rated arcade games reproduced in reel game like the sea story in addition to main game and sub-game, causing social confusion in 2006, are waited for the reviewing of 'GRAC'. Although the game is reproduced in poker style as game system, in reel method as game graphic like 'AWP', the Supreme Court's decision is considered as a poker game May 23, 2013 in the past. Moreover, the Supreme Court said that it is not illegal because they decide that game users do not make a great loss in their possessions, without money change. The research tries to find the direction of the reviewing the mature-rated arcade game for guarantee of objectivity and reliability.

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Study on fear-inducing factors in game - Focused on the compositions and camera angles (게임의 공포 유발 요소에 관한 연구 - 카메라 각도와 구도 중심으로)

  • Zhu, Jia-Li;Seo, Gapyuel
    • Journal of Digital Contents Society
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    • v.19 no.2
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    • pp.221-228
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    • 2018
  • This study mainly focused on horror movies and horror games. Camera angles of horror movies and compositions of horror games are main factors that can cause fear in people's minds. Through analyzing four kinds of factors, including sensual, expectant, restrictive and executive fear elements, in horror games, and combining with the patterns of camera angles and film techniques that Alfred Hitchcock applied in his horror movies, this research investigated certain types of compositions and concluded ones that were more effective on growing fear in players' minds and enhancing their involvement. In conclusion, only the combination of factors in horror-game compositions, like diagonal composition, dual-diagonal composition and inverse triangle-line composition, with visual elements enables player's growing sense of fear and the increase in involvement. Therefore, future works should apply more of these fear-inducing compositions.

Derivation of Mediation Proposals for Resolving Water Conflicts Using Game Theory (게임이론을 이용한 물 분쟁 해결의 조정안 도출)

  • Kim, Kil-Ho;Lee, Myoung-Woo;Yi, Choong-Sung;Shim, Myung-Pil
    • Proceedings of the Korea Water Resources Association Conference
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    • 2006.05a
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    • pp.1352-1356
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    • 2006
  • 우리나라에서 물과 관련된 분쟁은 민주화와 지방분권화가 가속화됨에 따라 갈등의 주체뿐만 아니라 전개양상까지도 다양하게 변화되고 있다. 최근에는 이 같은 갈등구조가 심화되고, 다양한 형태로 표출됨에 따라 사회불안요인으로까지 확대되고 있어 합리적이고 효율적인 분쟁해결을 지원하기 위한 방법론이 필요한 실정이다. 본 연구에서는 대안적 분쟁해결(ADR, Alternative Dispute Resolution)의 기법 중 하나인 조정(mediation)과정에서의 조정안 도출을 위해 게임이론을 적용하였다. 게임이론에 의한 합리적 해는 제시된 조정안에 객관성을 부여함으로써 의사결정과정의 신뢰성을 향상시킬 것으로 기대된다. 본 연구를 통해 제시한 방법론을 지역 간물 배분과 관련한 가상의 분쟁상황에 적용하였으며, 동적완비정보게임(dynamic complete information game)에서의 교섭게임(bargaining game)으로 구성한 뒤, 경기자(players) 간 배분비율과 배분량을 도출하였고, 이를 편익함수에 의한 양 경기자의 부족편익과 초과편익을 비교하여 그만큼의 편익 차를 보상해주는 조정을 모색하였다. 본 연구는 제3자(third party)에 의한 조정안 제안 시 객관적이고 합리적인 해를 제공하여 이해당사자들이 합의를 이끌어 내는 데 크게 기여할 수 있을 것으로 사료된다.

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