• Title/Summary/Keyword: 게임산업정책

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The Analysis for Web-board Game Policy in China : The Case Study for 'Bianfeng' Game (중국 웹보드 게임 정책 분석: '비엔펑' 게임사례를 중심으로)

  • Song, Seung-Keun
    • The Journal of the Korea Contents Association
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    • v.17 no.1
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    • pp.436-443
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    • 2017
  • This research aims to inquiry the present state of online game industry and related laws and investigate the nature and feature of the web-board game policy through the case of web-board game operation in China. We reviewed China local literature of online mobile game industry and inspected foreign entry, copyright protection, safety audit, distribution, and shop in China laws related to online game. We examined the game operation of the most famous 'Bianfeng' game company among China web-board game and considered how the charge and exchange for game money is made at issue. The result was revealed that money exchange was made in twilight zone neither legal nor illegal due to dual feature of China law. It is an ambiguous judgment that did not take a strong prohibition. However, we found that minium regulation was gone just in case social trouble happened. The result of this research will expect to help Korea regulation authorities and game company that have plans to enter China market the guideline for game operation policy.

A Study on The Proposal for Game Contents and The Game Factor's Abstraction Suited to The Character by Kid Age (아동의 연령별 특징에 적합한 게임요소의 추출과 새로운 게임 컨텐츠 제안에 관한 연구)

  • Kim, Ki-Young;Jeong, Jae-Wook
    • Proceedings of the Korean Society for Emotion and Sensibility Conference
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    • 2007.05a
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    • pp.85-90
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    • 2007
  • 게임산업은 21세기 정보화 사회의 문화 컨텐츠 산업의 한 분야이다. 멀티미디어, 3차원 그래픽, 3차원 음향, 가상 현실 분야, 캐릭터 산업 등과 맥락을 같이 하는 핵심 기술 집약 산업이며, 문화적 파급효과와 규모가 점점 커지고 있는 산업이다. 그러나 국내의 게임 개발 능력은 선진 미국이나 일본에 비하여 낙후되어 있다. 정책적으로 게임 개발 지원 사업이 행하여지고 있으나 게임 컨텐츠 영역보다는 인터넷 게임 혹은 3차원 그래픽 엔진 개발 등 게임 소프트웨어 엔진 개발에 치중되어 있는 것이 현실이다. 한편 미국 PC게임 시장에서 만 8세 이하의 아동용 게임 시장은 전체 게임 시장의 삼분의 일을 차지하는 거대 시장이다. 재미요소와 교육요소가 접목된 아동용 게임은 컨텐츠 위주의 산업으로 짧은 개발 기간에 고부가가치를 창출할 수 있는 산업이기 때문이다. 본 연구는 기존의 컴퓨터 게임에 관해 고찰하고, 아동의 연령별 특징에 적합한 게임요소의 추출과 새로운 게임 컨텐츠를 제안한다는 것을 목적으로 한다. 앙케이트 조사와 프로토콜 분석 및 연령별 성장기 특징의 문헌 조사를 통해 기존의 게임 장르에 추가하여 'Asports', 'Asim', 'U.J RPG', 'S+RPG'가 성장기별 아동 발달에 유익하다는 결론을 도출 할 수 있었다.

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A Study on the effect of Secondary Work of Game on Users and Game Companies (게임의 2차 창작물이 유저와 게임사에 미치는 영향에 관한 연구)

  • Kim, Min-Ju;Kim, Ji-Hye;Lee, Jong-Won
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2019.07a
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    • pp.289-292
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    • 2019
  • 매년 수많은 게임이 출시되면서 유저들이 게임을 즐기는 방법도 다양해졌다. 이중 게임을 바탕으로 유저가 창의성을 더해 2차 저작물을 제작하는 방법이 주류를 이루고 있다. 자신이 좋아하는 게임에 대한 애정을 표현하는 한 가지 방법이라고 할 수 있으며, 이러한 2차 창작 활동은 유저의 심리적인 만족감을 채워주는 것과 동시에 게임의 홍보기능도 한다. 하지만 게임사마다 2차 저작물과 관련된 규제가 다르며 유저들은 그 규제를 모르는 경우가 많아 원저작자의 권리를 침해하기도 한다. 본 논문에서는 2차 창작 활동에 대한 유저의 의견과 게임사의 정책 및 대응을 조사하고 유저와 게임사 모두가 만족할 수 있는 방안을 제시하고자 한다.

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정책 엿보기- 정통부 2005년 DC산업 육성계획

  • Im, Yeong-A
    • Digital Contents
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    • no.3 s.142
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    • pp.28-29
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    • 2005
  • 국내 디지털콘텐츠 산업은 최근 3년간 연평균 35%가 넘는 증가율을 보인 초고속 성장산업이자 고부가가치 산업이다. 하지만 수출지역이 중국과 동남아지역에 편중되고 PC기반 온라인게임에 치중돼 있다는 지적을 낳고 있다. 또 지금껏 경쟁우위를 지켜왔던 온라인게임 분야도 중국의 추격과 글로벌 경쟁구도가 현실화되고 있다. 따라서 정부도 세계시장의 90%이상을 차지하고 있는 미국, 일본 등 선진시장에서의 본격적인 경쟁 전략이 필요한 것으로 보고 이에 따른 육성정책을 수립한 상태다.

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Regulatory Policy for China Game : Toward a class of flags and cartes (중국 게임 규제정책 : 기패류 게임을 중심으로)

  • Li, Li;Song, Seungkeun
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2016.10a
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    • pp.181-182
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    • 2016
  • The game policy in China takes the way of promoting the development of domestic enterprises through protecting the growth of those. In order to improve the development of domestic game industry, it will maintain the policy that restrict the import of overseas game. However, as to the domestic enterprise, it will develop the aid policy in the form of encouraging overseas export. For the characteristics of wide audience, long life term and easy to be developed, the class game of flags and cartes has become a very significant field of game industry. But for the gamble characteristics of the class game of flags and cartes, it also becomes the center for the government of making regulations and policies. This research aims to analysis the china game policies for the class game of flags and cartes and to find the strategy to entry into the china.

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Potential Effects of Gaming Disorder Classification on Gamers' Attitude and Gaming Intention (게임이용장애 질병분류가 게임이용자의 태도와 게임의향에 미치는 효과)

  • Kim, Suk Hwan;Han, Sang Hoon;Kim, Bora;Kang, Hyoung Goo
    • Asia-Pacific Journal of Business Venturing and Entrepreneurship
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    • v.15 no.4
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    • pp.277-301
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    • 2020
  • This study surveyed 503 adults to examine the effect of gaming disorder classification, recently announced by World Health Organization(WHO), when it is applied to Korean game market. Considering the difference in respondents' background knowledge on gaming disorder, half of the respondents were randomly assigned to read an informative news article describing WHO's decision and its expected effect on domestic game industry. Based on previous literature of gaming disorder, we categorized respondents into a normal-use group and a potentially problematic-use group. As a result of analyses, it was found that the gaming disorder classification would yield overall reduction of game-related consumption in terms of gaming time(24%), game cost(28%), the number of games(22%), etc. The potentially problematic group showed higher willingness to pay for gaming than the normal group did, even if the game cost presumably increases due to the gaming disorder classification. A similar outcome was observed in those with high stress levels. This implies that the policy to solve game addiction problems may ironically lead to unexpected cost increases to the target group of the policy. Hence, problematic groups, especially, highly stressful people and the people with the lack of self-control, need to be considered when the gaming disorder classification policy is established. Furthermore, the informative news article had the preventive effect on the attitude and the intention of the people with moderate or high self-control capacity, but not to the people with gaming-additive tendencies, Again, this finding confirms the necessity of the tweezers policy to refine target groups by their characteristics and prepare for differentiated policies. When the gaming disorder classification is simply adopted with no consideration of domestic circumstances, irreversible loss could affect Korean game users, game industries, and related companies. This calls for urgent cooperation between academia, government, and industry to set up appropriate measures to deal with the gaming disorder classification.

Policy Implications from Development of Cultural Content Distribution through Digitalization - Focused on Game Industry - (디지털화에 따른 문화콘텐츠유통의 발전과 정책적 시사점 -게임산업을 중심으로 -)

  • Lee, Byung-Min
    • Journal of Korea Game Society
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    • v.6 no.2
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    • pp.33-44
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    • 2006
  • This article examines cultural content distribution system, particularly of game industry based on the development of digital technology. In this period of convergence and fusion, some phenomenon leads the cultural content distribution system change like value transfer from platform to content. In relation to it, especially in the game industry, three types of distribution is categorized by the industrial structure (offline, online, mobile game) through the case studies and it is expected to be evolve into a base for development of distribution integration model in the future. In conclusion, the article suggest the policy subject for the promotion of cultural content that hold so much competitiveness for long-lasting development by the improvement of distribution structure, blowing off the conflict between companies and publishers, and global business, etc.

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A Legal Study on the Game Industry Promontion Act Bill for Establishing The Game User Committee (게임산업법(안)상 게임물이용자위원회에 관한 법적 검토 연구)

  • Park, Se-Hun;Kyen, Seung-yup
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2022.01a
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    • pp.173-174
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    • 2022
  • 최근 확률형 아이템이 이용자들에게 투입 비용보다 높은 가치의 아이템을 획득할 수 있을 것이라는 막연한 기대감을 갖게 만들어, 게임 이용자의 사행성을 조장하고 과소비를 부추긴다는 우려가 제기되고 있다. 특히 복잡한 확률구조와 관련하여 허위로 표시하는 등 거짓 또는 과장 광고가 만연하여 게임 업계의 자율규제가 실효성을 잃고 게임제작업자가 허위로 확률을 고지하여 이용자들을 기만하는 사례 등이 사회적으로 문제가 되고 있다. 이에 국민의힘 하태경 의원이 일정 규모 이상 게임제작업자는 게임물이용자위원회를 두도록 하는 게임산업진흥에 관한 법률 일부개정(안)을 2021년 3월 24일 대표발의하였는데, 이 법안이 게임산업을 과도하게 규제한다는 비판이 제기되고 있는바, 해당 법안을 분석하여 입법취지에 부합하는 개선방안을 제시하고자 한다.

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The Prospects of Game Industries in Emerging Contents Economy System (게임산업의 위상과 전망에 대한 일고찰)

  • Sung, Jae-Whan
    • Journal of Korea Game Society
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    • v.1 no.1
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    • pp.5-16
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    • 2001
  • Recently, Transition to the epoch of world has put an emphasis on the contents that has been emerging as the value of world economy. Consequently the core of industry is moving from IT industry to culture contents industry. Especially Game Industry among the culture contents industry is estimated that it will be the biggest power of influence in size and social influence. Game Industry is one of the high value-added, knowledge-based industries whose market is increasing faster than any other cultural industries. And game industry includes the technology, culture, cultural science and industry. It effectively symbolizes the character of synthetic entertainment industry in comparison with another industry. Also Game Industry is embedding as the superpower industry that competent to draw the whole development of culture industry because game development is intensifying into One-Source Multi-Use. It is important finding of this paper that it is necessary to ensure the competitive power and understand value and character of contents and to project the policy of human power and technology of Game Industry.

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Competitive Advantage Elements in the Global Cloud Game Market (글로벌 클라우드 게임 시장에서의 경쟁우위 요소)

  • Rhee, Chang Seop;Rhee, Hyunjung;Kim, Sehwan
    • Journal of Korea Game Society
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    • v.20 no.5
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    • pp.3-12
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    • 2020
  • The introduction of 5G greatly reduced service traffic speed and capacity problems. In this communication environment, the market demand for cloud games is increasing, and cloud games are considered as a replacement for mobile games in the future. This study explains the changes in the game industry, and the characteristics and market status of cloud games. Next, this study suggests competitive advantage elements for cloud games market. We expect that this study could help make decisions related to policy support for the cloud game market and industry.