• Title/Summary/Keyword: 게임 생산자

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Technology, Game Production, Game Developers: Understanding Gameswork in South Korea (테크놀로지, 생산 환경, 생산자의 관계 짓기 : 국내 게임 생산의 장의 이해)

  • Jin, Yae-Won
    • Journal of Korea Game Society
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    • v.19 no.1
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    • pp.121-134
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    • 2019
  • This article examines technological innovation's impact on the game production field and on the developers' subjectivity and labor. It focuses on the appearance of the new stage of digitalization via mobile devices during the period when the leading sector of game industry rapidly shifted to Mobile games. Though the in-depth interview with the game developers, this article explores the changes in organizational and management approaches and in the developers' experience and perception of their labor. Given the serious shortage of the related literature, I believe this analysis could provide a new perspective in understanding the gameswork of specific time and location.

A Study on Precarious Labor of Korean Game Workers : Focusing on reward and career prospect (게임 생산자의 노동 불안정성 연구: 보상 및 경력전망을 중심으로)

  • Lee, Sangkyu;Lee, Yong-Kwan
    • The Journal of the Korea Contents Association
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    • v.19 no.11
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    • pp.337-352
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    • 2019
  • This study aims to explore the characteristics of the working conditions in Korean game industry, focusing on the precarity of game workers. As a research methodology, qualitative and quantitative methods were combined. Specifically, in addition to in-depth interviews with game workers, we conducted a quantitative analysis on adequacy of reward and career prospects recognized by game workers through the Korean Working Conditions Survey(2014/2017). The major findings are as follows. First, game workers were experiencing labor precarity in a way of job insecurity, economic instability and excessive exploitation, as well as loss of autonomy and labor alienation. Second, between 2014 and 2017, the adequacy of reward recognized by game workers was positively improved for companies with 30 or more employees, but was worsen for those with less than 30 employees. In addition, in terms of career prospects, there were no significant changes in the workers of companies with 30 or more employees, but the were worsened for companies with less than 30 employees. These results show that labor precarity in the game industry appears to be different depending on various factors, such as business size, occupation, and career. It also implies that the polarized and inequal structure of the Korean game industry is gradually deepening.

How do game fan translators translate? - Through A case of localization of 'Dragon Age Inquisition' - (게임 팬 번역가들은 어떻게 번역하는가? - '드래곤 에이지 인퀴지션(Dragon Age: Inquisition)'의 현지화 사례를 통해 -)

  • Park, Su-Jin
    • Journal of Korea Game Society
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    • v.21 no.5
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    • pp.115-132
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    • 2021
  • This study seeks to examine the aspects of the translation and translation activities of game fan translators through the localization case of 'Dragon Age Inquision'. The interaction and experience of the game are game fan translation, giving various motivations and generating translation kinetics. The study confirmed the motivation by observing the process of game fan translation, which shows the characteristics of producers and recipients at the same time, and interviewing game fan translators. The translation of the game fan will reveal the productive aspect of the game fandom, and then I suggest a point where the game culture should discuss the fan translation.

폐캔 재활용산업 활성화, 이젠 정부가 나서야 한다

  • 한국자동판매기공업협회
    • Vending industry
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    • v.1 no.3 s.3
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    • pp.81-83
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    • 2001
  • 캔압축기 분야는 자판기산업에 있어 엄연한 유관분야로 한자리를 차지하고 있다. 자판기를 통해 캔음료가 유통시 그 최종단계에서는 반드시 빈캔이라는 부산물이 발생하기 마련이다. 따라서 이를 유기적으로 수거해 환경과 재활용 정책에 일조 할 수 있는 캔압축기는 비록 필수적이지는 않더라도 산업계 필요성이 큰 분야라 할수 있다. 하지만 현재 자판기 옆에서 캔압축기를 찾아보기가 쉽지 않듯 캔압축기 업체들의 사업활동도 미미하기 그지없는 게 현실이다. 그저 있어도 없는 듯, 없어도 있는 듯 한 존재로서 산업의 가느다란 연결고리를 잡고 있는 현실에서 캔압축기 업체들이 느끼는 고충이 적지 않다. 아무리 좋은 성능의 제품을 만들고, 환경산업에 일조 한다는 자부심을 위안 삼는다 해도 기대에 못 미치는 사업성과에 업체들은 언제까지 앞날만을 기약하고 있기 힘든 상황이다. 이 같은 현실에 있어 캔압축기를 생산하는 업체들의 모임인 '한국폐캔회수장비생산자협의회'가 정부를 대상으로 적극적인 재활용 산업 활성화 지원 정책을 호소하고 나섰다. 정부의 적극적인 지원 없이는 캔압축기 산업분야가 고사상태에 빠질지도 모른다는 위기의식이 이번 건의의 배경이다. 본란에서는 이 같은 한국페캔회수장비생산자협의회의 정부 건의 내용을 중심으로 오늘의 캔압축기 업체들이 처한 현실을 살펴보고 향후 재활용 산업이 나아갈 방향을 모색해 보는 시간을 마련했다.

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A study on the meaning of game policy through the amendment of game law (게임 법률의 제·개정을 통해 본 게임정책이 지향하는 의미 탐구)

  • Kim, Min Kyu
    • Review of Culture and Economy
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    • v.21 no.2
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    • pp.53-88
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    • 2018
  • Among the cultural industries, the game industry is the most economically valuable industry. It has been about twenty years since the game policy has been implemented and the game laws have been enacted. If the law is a willing expression for the realization of the policy, the orientation of the game policy can be grasped through revision of the game laws. SOUND RECORDS, VIDEO PRODUCTS, AND GAME SOFTWARE ACT, established in 1999, and GAME INDUSTRY PROMOTION ACT, which was enacted in 2006, are regulated by many revisions. In this paper, I try to understand the direction and meaning of Korean game policy(classification, game dysfunction, gambling, industry growth) through the contents of the revision of the game law for 20 years. The game policy shown through the amendment of the game law is intended to protect the game by regulating the game, and to protect the game user by preventing the gambling and preventing the game dysfunction, and to increase autonomy of users and choice of producers by switching to self rating system, and based on this, an environment for continuous industrial growth is created. In the future, game policies should consider cooperation with social areas beyond game-specific areas. On the other hand, it needs to respond to new agendas such as polarization of industrial structure, fair environment, employment environment.

Effect of Inclusive Institution on Economic Development : Focus on the institutionalization of the game industry in Korea and Germany (포용적 제도가 경제발전에 미치는 영향 : 한국과 독일의 게임산업 제도화를 중심으로)

  • Seok, Seung-Hye;Shryu, Seung-Hoo
    • Journal of Korea Game Society
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    • v.15 no.5
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    • pp.57-78
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    • 2015
  • This Study is the effect of the inclusive institution on a nation's economic development. Therefore, we focused on the gaming industry as an index that can drive the economic growth in the future. The reason to compare the game institution in South Korea and Germany is that both countries began to develop the game by the State, but the game institution in South Korea and Germany at the present time are sharply opposed, because the institutions can focus on the main points that are experiencing this difference. The results of this study, first, open/closed network in institutionalized aspect affects the social status of the game. This second, game workers in the legal institution has been classified as artists in Germany, as addicts in South Korea. And, Germany also has incentives to creators protected profits reinvested in the gaming industry, Korea leads to punitive exploitation is being transferred to the group for addiction treatment that revenue. Third, this exclusive and inclusive institutional system could affect the stable growth of the game market. As a result, South Korea's state institutions will notice that you get a result away from opportunities for economic development due to the loss of inclusiveness.

Development of Automated Trading Agent in Real-Time Supply Chain Environment (실시간 공급사슬 환경하에서의 거래자동화 에이전트 개발)

  • Park, Young-Jae
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.11 no.11
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    • pp.4282-4290
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    • 2010
  • Recently, business environment is spreading from singular business to supply-chain problem. SCM(Supply Chain Management) is changing from closed and static to opened and dynamic environment, so these environment changes of SCM require to enterprise different approach than past. As supply chain is becoming opened and dynamic, a claim is being naming that converse of real-time the get reaction from to recognizing the level of supply chain problem, grope of alternative plan to solving this problem and choosing optimum alternative plan raise the enterprise competitive. But until present, the research to deal with these changes of SCM is on insufficient situation. Thus in this paper proposes the agent system by a way of realizing dynamic supply chain. The agent is going to accomplish the management activities in real-time depends on environment and given condition and designed for solving problems development and maintenance. Also, algorithms performance of the agent is tested on TAC SCM environment. Agents in TAC SCM are simulations of small manufacturers, who must compete with each other for both supplies and customers, and manage inventories and production facilities.

Linking and Sharing EAC Authority Records Using RAMP: Focusing on the Records of "Park, Kyung-ni" (RAMP를 활용한 EAC 기반 전거레코드의 연계 및 공유 관한 연구 - 박경리의 전거레코드를 중심으로 -)

  • Park, Zi-Young
    • Journal of Korean Society of Archives and Records Management
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    • v.14 no.2
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    • pp.61-82
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    • 2014
  • Archival authority records support users in accessing and understanding archival information. The creator of the archives, on the other hand, is also the creator of other informative materials, including published products, and the users want to access information in a seamless manner. Moreover, the authority record has common attributes with the authority records for bibliographic control as well as its distinctive characteristics. Therefore, this research aims to link legacy authority records for constructing and expanding archival authority records and provide the expanded archival records to the Web environment, including Wikipedia, for data sharing. Finally, some issues and suggestions for further research based on the findings that resulted from experimental linking and sharing are discussed.

A Study on the Web Novel Writer's Identity as a Media Content Producer: An In-Depth Interview and Self-description (미디어 콘텐츠 생산자로서 웹소설 작가의 정체성 연구: 심층 인터뷰와 자기기술지를 중심으로)

  • Kim, Mi-Sook
    • The Journal of the Korea Contents Association
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    • v.22 no.10
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    • pp.658-675
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    • 2022
  • With the advent of the OTT platform, the world has become an era in which the same media content is shared and reacted in real time by being grouped into one culture. This study attempts a producer study of web novel writers, who are producers of the web novel market that is expanding into webtoons, dramas, and movies with IP (intellectual property rights) of the original story at a time when Korean K-content such as "Squid Game" and "Weird Lawyer Woo Young-woo" leads the global market. In this study, web novel writers were viewed as producers of commercial media content, not just 'Novelist', and their identities and characteristics of the labor process were examined. Web novel writers began writing web novels as a side job or two jobs, and cited the fact that they can make profits alone without barriers to entry and without incurring capital or facility costs. Although there is no barrier to entry, most writers experience severe failure in their first work, which is attributed to the misunderstanding that the word "writer" is someone who writes what they want in any genre. Web novels are different, so writers go through the process of realizing that in order to succeed by writing web novels, they must be thoroughly in the audience's shoes and write them according to the trends and codes they want. Web novel writers expressed their identity as "story sellers," "story producers," "people who can produce IP alone," and "people who satisfy fantasies that cannot be achieved in reality," and in common, there was a strong sense of being a person who provides stories and makes profits or sales. Regarding the burden of writing a huge amount of web novels, the writer with a high income expressed a generous position that "the income is higher than the effort," but ordinary writers complained of difficulties in the hard work, saying, "It seems like I am working hard on writing that I have to write constantly.

An Educational Platform for Digital Media Prototype Development: an analysis and a usability study (디지털 미디어 콘텐츠 개발을 위한 교육용 플랫폼의 활용성)

  • Kim, Na-Young
    • The Journal of the Korea Contents Association
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    • v.11 no.8
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    • pp.77-87
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    • 2011
  • The advent of new platforms each year along with the advancement of technology provides a new opportunity for digital media designers to develop creative and innovative contents. This phenomenon affect the same way the students that major in the digital media, and the use of the platforms that is based on the new technology in the development of contents gives a newer and useful opportunity for learning to the students who recently study the digital media area. As the main technology of the recent digital media that attract many students' attention, we are presenting virtual reality display, movement cognition, physical engine and the gesture interface, and developed the consolidated platform based on these four technologies, and designed them in a way that can be more easily implemented in a simpler way. In order to study the efficiency of the platform with the objective of the development of digital media contents, we have developed four different prototype contents, and have measured based on the user's preference, efficiency and satisfaction. In the results of usability evaluation, functionality, effectiveness, efficiency, satisfaction were rated as 'high'. This results shows that the suggested 3D platform environment provides students to develop a rapid prototype fast and easy, and this may have a positive influence on students major in the digital media to conduct creative development research.