• Title/Summary/Keyword: 게임심의

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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.

Online Gaming Regulations and Teenagers' Viewpoint : Examining reactance & Peer-Culture of the targeted group (온라인 게임 규제와 청소년의 시선 : 규제 대상자들의 반발심과 또래문화를 중심으로)

  • Yoon, Yeohong;Jo, Wooyong;Choi, Jeonghye;Chung, Yerim
    • The Journal of the Korea Contents Association
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    • v.16 no.11
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    • pp.223-239
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    • 2016
  • We study online gaming regulations and examine the reactance and attitude of the targeted group. To be specific, we focus on the 'Shutdown Law' due to its scope and magnitude of its influence. The Shutdown Law was enforced to prevent adolescence's immersion in or addiction to online gaming; however, its effectiveness has yet to reach a consensus. Our empirical findings show that the reactance to the regulation is stronger as game usage increases; surprisingly the effect of game usage on reactance weakens among the affected adolescence's group, compared to the adult counterpart. Furthermore, heavy users in the targeted group are more likely to play online gaming to mingle with their peers, and thus more likely to play other activities that friends participate in. These results suggest that online games play a role to cultivate peer-culture among adolescence and facilitate their communication.

Interrelation of Internet Game Addiction and Depression of an Undergraduate Student (대학생의 게임 중독과 우울감과의 상관관계)

  • Choung, Hye-Myoung;Lee, Dong-Soo
    • Proceedings of the Korea Information Processing Society Conference
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    • 2010.11a
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    • pp.417-420
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    • 2010
  • 본 논문은 대학생을 대상으로 인터넷 사용 및 인터넷 게임 중독 상태를 알아보고 인터넷 게임 중독에 따른 우울 정도를 알아보기 위하여 설문조사를 실시하였다. 그 결과 연구 대상자들의 인터넷을 사용하는 주된 목적은 과제나 기타 정보를 수집하기 위하여 사용한다고 응답한 경우가 67명(33.5%)로 가장 많았고 두 번째가 게임으로 54명(27.0%)으로 나타났다. 연구 대상자들의 인터넷 게임 중독 정도에 대한 결과는 일반 사용자 군은 175명(87.5%), 잠재적 위험 사용자 군은 23명(11.5%), 고위험 사용자 군은 2명(1.0%)으로 나타났다. 연구 대상자들의 우울 정도에 대한 결과는 정상 상태가 172명(86.0%)으로 나타났고 약간 우울한 상태가 11명(5.5%)이고 상당한 우울 상태가 7명(3.5%)으로 나타났으며 매우 심한 우울 상태는 10명(5.0%)으로 나타났다. 연구 대상자들의 중독 정도에 따른 우울 정도에 대한 결과는 일반 사용자 군에서도 약간 우울한 상태인 대상자가 8명(4.6%)이고 상당한 우울 상태인 대상자는 5명(2.9%)이고 매우 심한 우울 상태인 대상자도 7명(4.0%)이나 되는 것으로 나타났으며 잠재적 위험 사용자 군에서도 약간 우울한 상태인 대상자가 3명(13.0%)이고 상당한 우울 상태인 대상자도 2명(8.7%)이며 매우 심한 우울 상태인 대상자도 1명(4.4%)으로 나타났고 고위험 사용자 군에서는 2명(100.0%) 모두 매우 심한 우울 상태를 보이는 것으로 나타났다.

초등학생의 e-스포츠 참가가 게임중독 및 공격성에 미치는 영향

  • Choi, Kyong-bum
    • Proceedings of the Korea Contents Association Conference
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    • 2010.05a
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    • pp.607-609
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    • 2010
  • 본 연구는 초등학생의 e스포츠참가가 게임중독 및 공격성에 미치는 영향을 규명하고자 한다. 이를 위해 이 연구는 서울소재 초등학교에 재학중인 5, 6학년 남학생을 대상으로 유의표집법을 활용하여 5학년 90명, 6학년 90명 등 총 180명을 추출하였다. 통계분석은 SPSSWIN 17.0을 이용하여 신뢰도분석과 회귀분석을 활용하였다. 이상과 같은 연구방법 및 절차를 통해 도출한 결론은 다음과 같다. 첫째, 초등학생의 e-스포츠참가는 게임중독에 영향을 미친다. 즉, 참가정도가 높을수록 게임중독은 심해진다. 둘째, 초등학생의 e-스포츠참가는 공격성에 영향을 미친다. 즉, 참가정도가 높을수록 공격성은 강화된다. 셋째, e-스포츠참가 초등학생의 게임중독은 공격성에 영향을 미친다. 즉, 게임중독이 심할수록 공격성은 강화된다.

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The effects of attitude toward characters, social interaction, competition, physical activity, and attention switching on user's attachment to a mobile augmented reality game (캐릭터에 대한 태도, 대인 교류, 경쟁심, 신체 활동과 주의 전환이 모바일 증강 현실 게임 사용자의 애착에 미치는 영향)

  • Lee, Gyu-Dong
    • Journal of the Korea Convergence Society
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    • v.11 no.4
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    • pp.143-149
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    • 2020
  • Many users enjoy a location-based augmented reality game such as Pokémon GO. From the perspective of attachment, this paper investigated the antecedents of Pokémon GO use. A total of 182 responses from Pokemon Go users was collected through an online survey. The result of regression analysis showed that attitude toward game characters, social interaction, competition, and physical activity increased attachment to game. Attention switching, however, decreased attachment to the game. This study suggested that attachment to mobile augmented games could be achieved through social interaction, competition, and physical activity. Implications for researchers and practitioners were discussed.

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.

제11회 KITAL 국제심포지움- 게임산업의 법적, 정책적 과제와 해결방안 논의

  • Sin, Seung-Cheol
    • Digital Contents
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    • no.7 s.134
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    • pp.86-87
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    • 2004
  • 게임산업이 고도화되면서 기존 법적 해석만으로는 명확하게 매듭짓기 어려운 문제들이 속출하고 있다. 필요한 정책적 과제도 더욱 광범위해지고 있다. 이러한 게임산업의 법적, 정책적 과제와 해결방안을 짚어보기 위한 국제 심포지엄이 마련됐다. 지난달 15일 열린‘제11회 KITAL 정기 국제심포지엄-게임산업의 법, 정책적 과제’의 주요 발표내용을 요약했다

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A Design of an Authoring Tool for the Action Game (액션게임 저작도구의 설계)

  • 심재원;이상정
    • Proceedings of the Korea Multimedia Society Conference
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    • 2001.06a
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    • pp.429-432
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    • 2001
  • 본 논문에서는 일반 사용자가 게임 시나리오를 구성하고 동작 환경을 정의하여 액션게임을 제작할 수 있는 액션게임 저작도구를 설계 제안한다. 제안된 저작도구는 2명 또는 2팀이 서로의 대전 상대와 격투를 벌설 승패를 겨루는 대전격투게임을 사용자가 정의하고 제작 가능하게 해준다. 본 논문에서 개발하는 게임 저작도구는 IBM PC 호환 기종, Windows 9$\times$ OS 환경에서 구동되고, 2D 형태의 대전 격투게임을 지원한다.

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Fact finding surveying adolescents's language and culture in online games and a countermeasure strategy (온라인 게임에서 청소년들 언어문화의 실태 조사와 개선 방안)

  • Kim, Sung Yul;Lee, Jong Yun
    • The Journal of Korean Association of Computer Education
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    • v.16 no.1
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    • pp.33-42
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    • 2013
  • In this paper, through conducting a survey from 547 male and female high school students in Busan, we found their favorite computer games are about five and the highest linguistic problem in on-line computer games was vulgar languages. Most of respondents thought that the vulgar languages on the on-line games were serious and said that we have experienced the vulgar languages before high school. Therefore, in this paper, we suggest it is necessary to prepare a countermeasure system about adolescents' vulgar languages on the on-line games and for adolescents to take etiquette lessons on the on-line games from either the primary school or before then.

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