• Title/Summary/Keyword: 게임 제도

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Study on the Auditing Institution of the On-Line & Arcade Game (온라인 및 아케이드 게임 심의제도에 관한 연구)

  • Choe, Seong
    • 한국디지털정책학회:학술대회논문집
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    • 2003.12a
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    • pp.59-73
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    • 2003
  • 온라인게임이 새로운 문화의 한 장르로 탄생한 이래 청소년으로부터 유해물의 파급으로부터 보호한다는 차원에서 온라인 게임 프로그램에 대한 심의가 이루어지고 있다. 본 연구에서는 온라인게임을 비롯한 컴퓨터게임의 심의에 대한 각 국의 제도를 살펴보고 우리나라에서 시행되고 있는 심의제도에 대하여 연구하였다.

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A Study on Improvement Way of Game Rating System (게임물 등급분류제도의 개선방안에 관한 연구)

  • Kim, Sung-Won;Jung, Hae-Sang;Lee, Hwansoo
    • Journal of Korea Game Society
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    • v.19 no.5
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    • pp.15-38
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    • 2019
  • The game rating system of Korea has many issues in terms of 'censorship' and 'ambiguity', and has been pointed out as a factor that hinders industrial development. Although the Ministry of Culture, Sports and Tourism and other related organizations have made various efforts, it still seems to require more academic discussion. Therefore, in this study, the limitations of game rating system are reviewed, and the systems of foreign countries are analyzed to suggest the improvement direction.

A study on the issue of the game shutdown: a privacy information protection perspective (개인정보보호관점에서의 게임셧다운제의 문제점)

  • Kang, Jun-Hee;Cha, Sang-Jin;Jo, Geun-Sik
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2012.01a
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    • pp.11-14
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    • 2012
  • 지난 11월 20일부터 시행 중인 청소년 보호법이 요즘 이슈가 되고 있다. 이는 그것은 바로 여성 가족부에서 추진 중인 '게임 셧 다운제'이다. 청소년들의 수면권과 학습권을 보호하자는 것인데, 학교에 다니는 청소년들이 방과 후 학원을 거쳐 늦은 시간에 귀가하면, 곧바로 수면이 아닌 온라인 게임을 하느라 제대로 된 휴식을 취하지 못한다는 것이다. 게임 셧 다운제는 만 9세 이상 16세 미만의 청소년을 자정부터 다음날 오전 6시까지 온라인 게임에 접속을 차단하는 것인데, 기존에 있는 정책들과 대립되는 문제가 있다. 본 논문에서는 게임 셧 다운제의 문제점에 대해 연구하는 것을 목적으로 한다.

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A Global Comparative Study on the Game Rating System (게임물 등급분류제도의 국제 비교 연구)

  • Kim, Sung-Won;Lee, Hwan-Soo;Jung, Hae-Sang
    • Journal of Digital Convergence
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    • v.17 no.12
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    • pp.91-108
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    • 2019
  • Game have become a universal leisure culture for the world. However, not only did the development of the game industry have a positive impact on society, but it also brought about various social problems, such as adversely affecting youth and encouraging criminal acts. In order to minimize these effects, countries around the world operate a game rating system to provide games suitable for age and social values from children and young people to the general public. Since games are new digital content, the limitations of the rating system are still discussed in many studies. Therefore, this study investigates the current status of global game regulation by investigating game rating systems of various countries including Korea. In addition, by comparing and analyzing the game rating system in Korea and the system of other countries, this study suggests a direction to improve our system more appropriately. The results of this study will contribute to securing the effectiveness and standardization of domestic game classification system.

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.

Effects of Media Use and Attributions of Negative Effects of Internet Game on Attitudes toward Shut-Down System (뉴스이용과 책임귀인이 셧다운제에 대한 태도에 미치는 영향)

  • Kim, Ock Tae;Son, Young Jun;Na, Eunkyung
    • Journal of Korea Game Society
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    • v.13 no.4
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    • pp.61-72
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    • 2013
  • This study explored the relationships between media use and attributions of negative ffects of video games on attitudes toward Shut-down system. To prevent the youth from game addiction and secure a right to sleep for the youth, Shut-down system ahs been enacted since the fall of 2011. Interview survey revealed that females, the aged, those who use more news products, those who perceive more negative effects of games, and those who attribute the negative effects of game on government would have more positive attitudes toward the shut-down system.

Trends and Implications of Global Game Rating Systems (세계 게임심의제도의 추세 및 함의점)

  • Park, Tae-Soon
    • Journal of Korea Game Society
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    • v.11 no.4
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    • pp.93-104
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    • 2011
  • This article inspected 16 game rating systems in the world to find out the trends of those. Mainly the perspective of freedom of expression is used to find out the implications of the trends. As the position of game becomes higher, the increase of game specialty rating institutions, the augmentation of self regulations rating institutions, the enlargement of freedom of expression in the area of game are revealed as trends. These trends are in the natural order of events that match with the development of game. We could know that rapid change and innovation is much needed.

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.

A Study on the Effects of Internet Games Shutdown Policy in Korea (한국의 인터넷 게임 셧다운제 정책의 효과성에 대한 연구)

  • Jeon, Jong-Soo
    • Journal of Korea Game Society
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    • v.14 no.6
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    • pp.99-108
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    • 2014
  • This paper shows an analysis of the effectiveness of internet games shutdown policy being conducted in Korea and focusing on a verification of the effects of the selective games shutdown and the compulsory games shutdown running for the prevention of adolescents' addiction by korea government (Ministry of Culture, Sports and Tourism, Ministry of Gender Equality and Family). According to the results, It is difficult to clearly prove the causal relations between internet games and addiction. Also the internet games shutdown policy is not only the most effective means for preventing internet games addiction. On the basis of it, this paper proposes effective policy measures to prevent the internet game addiction of adolescents.

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.