• Title/Summary/Keyword: 게임정책

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Studies on the development scheme and the current state of Korea Game Industry (한국 게임산업의현황과 발전방안에 관한 연구: 법과 제도를 중심으로)

  • Kim, Jae-Seong;Lee, Tae-Yeong;Kim, Tae-Gu;Jung, Hyung-Won
    • Journal of Digital Convergence
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    • v.13 no.1
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    • pp.439-447
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    • 2015
  • The game industry has a very important position. However, a problem with the game rating and legal issues so called "Internet Game Shutdown System" is with significant impact. So, this study looking for many information on this issue, over the course of the study of solutions was looking for a way to contribute to the game industry. The status of the domestic game industry and the institutional and legal problems were studied. In this study, for the development of the game industry, the government's policy support is needed. And game related-government agencies should be the maintenance of law and institutions and reasonable arrangements for the work of government agencies.

Innovative Capabilities of NCsoft, the Leading Firm in the Korean Online Games Industry (게임산업 선도기업의 혁신역량 분석과 시사점 : 엔씨소프트를 사례로)

  • Choi, Ji-Sun;Kim, Hyung-Jin
    • Journal of Korea Game Society
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    • v.10 no.5
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    • pp.51-63
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    • 2010
  • This paper investigates the innovative capabilities of the leading company in the Korean online games industry, 'NCsoft'. The company is analyzed with the three types of innovation capabilities such as the capability to manage core competencies, the capability to integrate internal and external knowledge source, and the capability to build innovation policy/strategy. This paper concludes with suggesting the future strategies of the NCsoft by each capability.

An Comparative Study on the Self-regulation of the Digital Game (디지털 게임의 자율규제 방안에 관한 비교분석적 접근)

  • Kang, Shin-Kyu;Kim, Gwang-Jae
    • Journal of Korea Game Society
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    • v.12 no.6
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    • pp.107-120
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    • 2012
  • This study aims at presenting practical self regulation system for digital game, especially optimized to Korea through the comparative analysis of system at home and abroad. For this, this study conducted a comparative analysis about various countries adopted self regulation system, such as America, Japan, and European Union. We drew some implications on the Korean practical policy for the digital game. First, self regulation organization should be consisted of market-friendly form. Second, though self regulation organization is a autonomous system of market, the organization should take rights to regulate illegal case. This would be a good way not only to reduce unnecessary institutional regulations but also to take socially image of reliable media. Third, government should provide self regulation organizations financial assist. This policy means that the organizations make a role fairly and objectively.

A Study on Impact of Game Overindulgence and Addiction on Game Companies Loyalty, Product Loyalty, and Profitability (게임 과몰입 및 중독이 게임 기업 충성도, 제품 충성도, 수익성에 미치는 영향에 관한 연구)

  • Lee, Ji-Hun
    • Journal of Korea Game Society
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    • v.15 no.4
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    • pp.133-144
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    • 2015
  • This study aims to establish the concepts of overindulgence and addiction and present proposals on game policies and marketing for game companies by identifying relationship among game product loyalty, game company loyalty, and game company profitability from the psychological viewpoint (game overindulgence and addiction) of online and mobile gamers. Accordingly, this study has the following implications. First, government should realize the fact even gamers are confused over differences in such concepts concerning game and have processes to reestablish game overindulgence and game addiction and follow policies to establish such images. Second, loyalty to game products should be enhanced by highlighting the features to buy items and additional contents through game networks as well as features to share contents and records generated within games for those with overindulgence. Moreover, companies should strengthen publicity to increase loyalty to game companies. Conversely, the focus should be on game product image rather than corporate image. Third, game companies should engage in strategies for the game's direction, development, and marketing to establish positive brand based on game products and help become the brand of the corporation itself. Fourth, there is a necessity to increase gamers and study their satisfaction rate based on game development and efficient marketing.

The Influence of Restrictions toward Online Game Misbehavior on Users' Emotional States and Intention to Reuse (온라인 게임 부정사용 억제가 감정과 재사용의도에 미치는 영향에 관한 연구)

  • Yang, Chang-Gyu;Huang, Yunchu;Hwang, Yousub
    • Asia-Pacific Journal of Business Venturing and Entrepreneurship
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    • v.10 no.3
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    • pp.111-121
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    • 2015
  • Owing to the wide distribution of smart devices, more people enjoy online games. Previous research related to online game has mainly focused on the factors that increase users' intention to reuse and less focused on the influence of restrictions toward online game misbehavior. This study proposes a research model that considers factors that either increase or decrease the use of online games and presents the outcomes. The research results showed that: (1) Restriction policy had no impact on online game users' feelings of pleasure and arousal. (2) Restriction system had negative impact on users' feelings of pleasure and arousal. (3) In an environment where online game misbehavior was restricted, users' emotional states still had positive influence on users' intention to reuse. This research results implies that in order to lead to healthy online game environment, compared to repressive and systematic restriction methods, it is preferable to establish restriction policies that have no negative impact on users' emotional states and to change users' perception through education, so to achieve successful restrictions toward online game misbehavior without jeopardizing revitalization of online game industry.

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Effects of Game Development Organization on Game Development Result (게임개발 조직의 특성이 게임개발 성과에 미치는 영향)

  • Baek, Seunghee
    • Journal of Korea Game Society
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    • v.18 no.6
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    • pp.83-94
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    • 2018
  • This study is to find out how to improve the efficiency of game development by analyzing the effects of the characteristics of game development organization on game development performance. The characteristics of the game development organization were set as independent variables, consisting of game project management characteristics, PM characteristics, game development team characteristics, and organizational culture. Game performance is divided into game project performance and game development final performance. As a result, the characteristics of the four game development organizations were found to be a significant factors in the game project performance and game development final performance. This study suggests that the environment that can focus on game development and appropriate management education for managers are needed to enhance the competence of members in game development team.

A Study on the 4 Ways to Convert PC Games to Mobile Games (PC 게임의 모바일게임으로 전환 4방식에 대한 연구)

  • Lee, JianBo;Ryu, Seuc Ho
    • Journal of Digital Convergence
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    • v.19 no.4
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    • pp.259-265
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    • 2021
  • This study is a study on the mobile gamification of PC games through analysis of the differences between PC games and mobile games, their respective advantages, and operation patterns, and attempts to extract important key elements of the mobile game process. The main methods of converting PC games to mobile games were analyzed and presented in four ways: complete transplantation, simplification, specialization and new genreization based on the standard of existing PC games. It is expected that PC games can play a role in providing guidelines for mobile gamification of PC games through the case analysis of existing games that have been converted to mobile games, as well as providing a path for the development and trends of game companies.

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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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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Comparative Analysis of Global Game Screening Systems (세계 게임 심의제도 비교분석)

  • Kim Chan-Soo;Park Tae-Soon
    • The Journal of the Korea Contents Association
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    • v.6 no.5
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    • pp.56-65
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    • 2006
  • Almost all of the nations run a game screening system which is characteristic depending on their communication policy. This article attempted comparative analysis about major nation's game screening systems by comparing three main aspects of their communication policy which are freedom of expression, complete opening of the contents to the public, and the balance between protection of adolescent and promotion of industry. It is shown that the screening system of USA, Europe and Japan stick well by the basic principles of communication policy, on the other hand Korea, South Africa Republic and Australia have some points that need improvement.

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