• Title/Summary/Keyword: 게임 노동

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A study on the types of real money trade of game items and limited point of MMORPG (MMORPG의 게임 아이템 현금거래 유형과 한계점 연구)

  • Lim, Ha-Na
    • Journal of Korea Game Society
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    • v.9 no.1
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    • pp.33-41
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    • 2009
  • In this paper we tried to figure out the types of real money trade of game items, and in order to study it we examined the Leveling System of MMORPG which is a perfect competitive market and how the closed structure of the game economy emits real money trade. The over production of the MMORPG's leveling system which is a perfect competitive market increases the amount of currency in circulation and then induces arbitrage due to mudfalation inside the game. In order to improve this problem, there are three methods of resolutions. The first is stabling the game economy by spontaneous order among the game users, but this is much local than the artificial order which takes a long time and evokes discrepance in MMORPG competitive characteristic. Secondly, legislational regulations from the government could improve the problem, but this method doesn't grant information or services as non-material labor in which it couldn't follow up the developing speed of the game market. Finally, delicate modulation among game items by the designer isn't possible to constrain them, and there is a limited reason that it couldn't control the increase of currency which is the main factor of arbitrage.

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Dynamics of Democratic Labor Union Movement since 1987 in South Korea (1987년 이후 민주노조운동의 동학)

  • Cho, Hyorae
    • Korean Journal of Labor Studies
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    • v.24 no.1
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    • pp.29-64
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    • 2018
  • This paper reviews the dynamics of growth and decline of Democratic Labor Union(Minju-nojo) Movement from the perspective of the conflicts among the industrial relations actors on the institutional incorporation of KCTU, a transformation of industrial relations institutes, and labor flexecurity in the change of political opportunity. The negotiations for the institutional incorporation of KCTU concluded in the 1997-98 labor laws. Since 1998, the conflicts and the compromises on the change of 1997-98 labor laws has continued. It was a kind of games for the transformation of the institutions of industrial relations and labor flexcurity. But the 1997-98 labor laws has shown the path-dependency. Since 2008, a cycle of the movement has entered a decline stage. The decline of Democratic Labor Union Movement came from the institutionalization of the movement, the change of political opportunity, and a generational change of 1987 cohorts group which has been the center of the movement.

A Study on the Structure and Characteristics of Social Games (소셜 게임의 구조와 특징에 대한 연구)

  • Jeon, Gyong-Ran
    • Journal of Korea Game Society
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    • v.11 no.6
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    • pp.13-22
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    • 2011
  • In the digital media environment, the convergence is in the progress creating the new service and contents by users and developing the new needs of users by the service and contents as well. Social games are actualizing the new meaning of convergence. shows not only a new situation blurring the boundary of work and leisure, labor and playing and private and public sector, but how meaningful it is to make connection of social interactions and social assets a solid network. As the most popular social game text, reveals how the personal connections and personal networks constructs the social capital by making the ritual communication more interesting and flexible to the social gamers.

Storytelling of Korean Virtual Reality Game Fiction (한국 가상현실 게임소설의 스토리텔링)

  • Kim, Hu-In;Lee, Minhee;Han, Hye-Won
    • The Journal of the Korea Contents Association
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    • v.18 no.1
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    • pp.55-63
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    • 2018
  • This study aims to analyze remediation of games and fictions in Korean virtual reality game fictions and to derive the storytelling of virtual reality game fictions through them. The purpose of this study is to explore the possibilities that Korean game fiction based on the web can be expanded as popular literature. The main character of the fiction is a male in his twenties. In the neoliberal society, he is set as a member of the neglected class and lacking privilege. He enters the virtual world because of the deficiency experienced in the real world. It minimizes the mediation process between the real world and the interface. On the other hand, the repetitive actions performed by the protagonist belong to the category of self - destructive labor. As a result, he shows signs of narcissism. In the Korean virtual reality game fiction, the magic circle appears blurred, and the real world and the virtual world are linked. In this process, the virtual world functions as a substitute space to solve the problem of reality. The establishment of such a space, and the resolution of conflicts are merely narrative characteristics of Korean game fictions that are different from North America and Europe.

Home Management Behavior Stress and Life Satisfaction Perceived by Employed Wives and Unemployed Wives (취업주부와 비취업주부의 가정관리행동시 스트레스 인지수준과 가정생활만족도)

  • 황경혜
    • Journal of Families and Better Life
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    • v.12 no.2
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    • pp.1-15
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    • 1994
  • 본 연구의 목적은 주부의 취업여부에 따른 가정관리 행동시 스트레스와 가정생활만 족도를 비교.분석하고 관련변인에 따른 차이를 분석하며 가정생활만족도에 영향을 미치는 제반 변인을 고찰하여 주부들의 스트레스를 해소함과 동시에 가정생활의 만족도를 증진시킬 수 있는 방안을 모색하는 데 있다. 본 연구는 예비조사를 거쳐본조사를 실시하였고 설문지는 총 500부를 배부하였으나 응답이 부실기재된 것을 제외한 328부가 분석자료로 사용되었고 모든자료의 분석방법은 SPSS program package를 이용하였다. 본 연구의 중요한 결과를 요 약하면 다음과 같다. 1) 가정관리행동과 스트레스 인지수준은 취업주부가 비취업주부보다 높 게 나타났다. 2)가정생활만족도는 취업주부와 비취업주부간에 유의한 차이를 보이지 않았다. 3)취업주부와 비취업주부의 가정관리행동시 스트레스 인지수준과 가정생활만족도는 의미있는 부적상관을 나타냈다. 4)취업주부와 비취업주부의 가정생활만족도에 가장 큰영향을 미치는 변인은 남편의 지지도로 밝혀졌으며, 이외에 취업주부의 가정생활만족도는 가사노동선호도, 주생활 관리행동시 스트레스에 의하여, 비취업주부의 가정생활만족도는 가사노동선호도, 애정 및 기질 관리 행동시 스트레스, 가사노동에 대한 가치평가에 의하여 영향을 받는 것으로 나타났다.

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Comparison of the Effects of Government Subsidies on Labor Productivity Improvement (정부 보조금의 노동생산성 향상 효과 비교)

  • Seo, Cheong-Seog
    • Journal of Labour Economics
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    • v.43 no.2
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    • pp.135-159
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    • 2020
  • This paper analyzes and compares the effects of various government subsidies to improve labor productivity. Laborers are differentiated in learning ability, and duopsonists in the labor market sequentially determine the quality levels and wages of employed laborers in a two-stage noncooperative game under perfect information. If a subsidy is given to the advanced firm in quality and productivity of labor, that firm will prefer to intensify wage competition due to strengthening its competitiveness in the labor market, and attempt to lower its quality in order to reduce the degree of differentiation in quality. At that time, the other firm wants to avoid competition because of its weakened competitiveness, and may have an incentive to lower the quality level to expand the differentiation. If the government subsidizes low-quality and low-productivity firm, it is motivated to increase its quality level to reduce differentiation due to the strengthening of competitiveness, and its competitor has an incentive to improve the quality to expand the differentiation. And there is no significant difference in whether payments are made to laborers or firms.

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Evolution of Entertainment Program Format (방송 예능프로그램 포맷의 진화)

  • Roh, Dong-Ryul
    • The Journal of the Korea Contents Association
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    • v.15 no.1
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    • pp.55-63
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    • 2015
  • One of the most notable changes in entertainment programs has been the gamification since 1991. The comparative analysis of 255 weekend entertainment programs run by terrestrial broadcasters between 1991 and 1998 and between 2008 and 2014 indicates that entertainment programs have emigrated from the variety format to the reality, and that adopted entangled plots than interwoven ones more and more, using mission performances and competition heavily. Further, even within the reality format, different competitive factors and plot composition are adding the diversity in the end results immensely. The interaction among the gamification, plots and competitive factors is quite likely to drive creative changes in the broadcast formats in the years to come.

낙농대담 - "후계낙농인 문제, 터놓고 얘기합시다"

  • 한국낙농육우협회
    • 월간낙농육우
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    • v.36 no.6
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    • pp.130-140
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    • 2016
  • 분야를 막론하고 모든 산업 발전의 원동력은 바로 사람이다. 젊고 유능한 인재를 충분하게 확보하고 있을 때 해당산업의 미래가 밝다고 말할 수 있을 것이다. 최근 농축산업계는 젊은이들을 농촌으로 불러오기 위해 분주하다. 지자체마다 농업을 이끌어갈 의지가 있는 신규 인력을 위한 지원사업이 활발하게 추진되고 있지만 각종 지원에도 후계농업인을 확보하는 게 쉽지 않다. 노동 강도가 높고 선진기술을 끊임없이 익혀야 하는 낙농산업의 경우는 더욱 그렇다. 우여곡절 끝에 대물림을 받기로 했다가도 예상보다 훨씬 강도 높은 일장에 지쳐 목장을 이탈하는 경우도 생긴다. 본지는 창간 35주년을 맞아 선후배 낙농인을 초청해 청년들이 가업승계를 꺼리는 이유와 후계낙농인들의 어려움, 선대낙농인이 생각하는 후계자들의 문제점은 무엇인지 허심탄회하게 얘기하는 자리를 마련했다. 열띤 대화가 오간 낙농대담 현장을 전한다.

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새로운 건강진단 제도 개선을 위한 전문가 회의개최

  • Korea Industrial Health Association
    • 월간산업보건
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    • s.93
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    • pp.4-12
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    • 1996
  • 지난 '95년 12. 9(토) 오전 9시-13시에 서울팔래스 호텔 12층에서는 새로운 건강진단 제도 개선을 위한 전문가 회의가 개최되었다. 이 회의는 일반건강진단업무가 노동부에서 보건복지부 보건예방 사업으로 이관됨에 따라 일반검진이 의료보험법에 의해 의료보험단체가 주관케되었고 특수검진은 산안법에 따라 시행되어 근로자 건강관리체계가 이원화되었던 첫해를 보내면서 근로자 및 산업보건 관계자들로부터 보완의 필요성이 요구됨에 따라 보다 더 현실적이고 효율적인 제도를 마련하여 '96년도 건강진단시책에 반영코자 개최되었다. 이에 본지에서는 이 회의에서 각 전문가들이 제시한 의견들을 요약해서 게제하고자 한다.

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Search for the Direction of the Digital Cultural Psychology through Environmental Changes in Plays (놀이환경 변화를 통해 본 디지털문화심리학의 방향 모색)

  • Jang Ju Lee
    • Korean Journal of Culture and Social Issue
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    • v.17 no.1
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    • pp.131-154
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    • 2011
  • Rapid social changes due to digitization have created new psychological challenges of adapting and coping. Plays are in the center of these changes. Plays used to be collateral activities of labor in the traditional society and industrial society, but they have become key activities embracing economy, society, culture in a digital society that has been maximized productivity and efficiency. Still, the theoretical approach of plays is based on the industrial societies. Analyzing these points, the psychological impacts of players using multimedia, social networking, and digital games utilizing both of them was dealt in this article. I dealt with multimedia, social networking, and digital games as key characteristic of digital culture. The difference between traditional psychology and Digital Cultural Psychology was dealt in the perspective of self-concept, information processing, and sex role. Then the conclusion on the future directions of Digital Cultural Psychology and its limitations will be followed.

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