• Title/Summary/Keyword: 게임 제도

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A Study on Cognition and Policy of Shutdown System of Adolescent (셧다운제도에 대한 청소년의 인식과 정책에 관한 연구)

  • Lee, Young-Joo
    • Journal of Digital Convergence
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    • v.9 no.3
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    • pp.21-29
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    • 2011
  • Recently, the side effects from the online game is appearing to adolescent to serious level. This research studied the system to protect adolescent from excessive game usage, the system to limit an online game service connection at the midnight time. Namely we found at a shutdown system introduction of adolescent out about cognition, problems with the game poisoning and effects with shutdown system and alternative policy. The investigation results were as follows. First, only 17.5% of adolescent knew a shutdown system. Second, they were recognizing about the game poisoning seriously. Also the half degree thought them efficiently about a shutdown system introduction. The policy about a shutdown system introduction were as follows. First, public education is activate, and we must keep adolescent from exposing to private education in the entrance examine competition. Second, we need the thing to increase the conversation time of the children with put parents to develop desirable family education program. Lastly, the supply must be achieved with leisure culture contents development of adolescent.

특집 / 시장 특수성 감안한 한국적 퍼블리싱 모델을 찾아라

  • Jeong, Ui-Sik
    • Digital Contents
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    • no.9 s.124
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    • pp.32-37
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    • 2003
  • 언제부터인가 '게임 퍼블리셔'란 단어는 한국 게임산업의 가장 중요한 화두가 돼버렸다. 주요 게임 유통사들과 몇몇 스타급 게임 개발사들이 사용하기 시작한 이 용어는 어느새 게임과는 별 관계없이 보이던 인터넷 포탈/커뮤니티 기업에 이르기까지 퍼져, 이젠 너나 할것없이 "최고의 게임 퍼블리셔가 되겠노라"고 한목소리로 외쳐대고 있다. 과연 '게임 퍼블리셔'는 한국 게임산업의 장밋빛 미래를 약속해주는 만능열쇠 같은 존재일까? 그 해답을 찾아보자

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A Study on the Concept and Characteristics of 'Healing Games' : Focusing on Comparison with Medical Serious Games ('힐링 게임'의 개념과 주요 특징에 관한 연구 : 의료용 기능성 게임을 중심으로)

  • Lee, Sung Je;Bae, Sang-Joon
    • The Journal of the Korea Contents Association
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    • v.21 no.4
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    • pp.744-761
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    • 2021
  • Recently, public interest in Healing Games is increasing. But, due to the absence in an agreed concept, an academic discussion on the healing games has not commenced. Thus, this study proposed a concept for the 'Healing Games' and sought to draw key features. First, a comparison between healing games and medical serious games were compared to confirm that key concept of healing games. Afterwards, healing games were selected and reviewed to identify the narrative, structural and sensory features.

The Impact on the Cultural Contents Market of the Legal Issue in Korea - Focusing 'Open Market' & 'Shut-down' in Game Industry (문화콘텐츠시장에 미치는 제도화의 영향에 대한 고찰 -게임산업의 오픈마켓과 셧다운제를 중심으로)

  • Kim, Min-Kyu
    • Journal of Korea Game Society
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    • v.12 no.2
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    • pp.63-74
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    • 2012
  • Two legal issues of the game industry in Korea are intersted in theses days. Open market & Shut-down. This article is studying for the impacts and the meaning of the game market that the institutionalization of two legal issue produce a powerful effect on. Social environment & recognition bring up the subject. This article is focusing at social environment & recognition and the forecasting game market. With the coming of smart-phone, the mobile contents market is changed. The open market for game is the issue for this changing market and assists the activation of the mobile-market with rational and futuristic perspectives. Shut-down(prohibition of the access of the young people in midnight) is the issue for game addiction and aggravates the game market and the perception on game with the focusing of the happening. This article points out the importance of institutionalization in consequence of the opposite direction of the market effects.

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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The Effects of Diet Education Contents for the Customized Serious Game Development in Type II Diabetes (제2형 당뇨환자 기능성게임 개발을 위한 식이교육 콘텐츠 효과)

  • Kim, Yu-Jeong
    • Journal of Korea Game Society
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    • v.16 no.4
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    • pp.87-96
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    • 2016
  • This study was carried out to investigate the effects of contents for the serious game development of the customized diet education in Type II Diabetes. Because the development of the existing serious game focuses on Type I Diabetes, this study was designed to carry out customized education through the interaction between Type II Diabetes and health manager. The period of data collection was from July 11 to December 26 in Y2015, the subjects were selected from a total of 26 people suitable for Type II diabetes who visited the public health center to apply for a diabetic diet education and completed the 8 continued education. After receiving customized diet prototype education, the self-care behaviors and HbA1C of the subjects were statistically significantly increased(p<.05)

A study of Game Quality Certification Framework (게임품질인증 프레임워크에 관한 연구)

  • Hwang Seck-ju;Park Jin-ho;Lee Nam-Yong
    • Proceedings of the Korean Information Science Society Conference
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    • 2005.11b
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    • pp.442-444
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    • 2005
  • 최근 들어 게임 산업이 발전하고, 게임과 콘텐츠의 중요성이 부각되면서 게임품질인증의 중요성이 점차 증대되어가고 있다. 게임을 활용하여 새로운 가치를 추가한 게임 산업이 미래의 핵심산업으로 주목 받기 시작하였으나 품질을 보장하기 위한 제도 및 장치의 제공이 미흡하여 게임 및 콘텐츠 품질인증 프레임워크의 개발이 시급한 실정이다. 본 연구는 게임의 품질인증을 위한 프레임워크에 대한 기초방안을 마련하기 위한 품질인증 모델, 절차, 시스템 구축 및 운용 방안 등에 대하여 제시하였다.

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참관기 / Game Developers Conference 2003

  • Ryu, Myeong
    • Digital Contents
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    • no.4 s.119
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    • pp.30-32
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    • 2003
  • GDC(Game Developer Conference)2003 (이하 GDC)은 Make Better Game 이라는 모토로 지난 3월 5일부터 8일 까지 미국 신경제 중심지 산호세에서 개최됐다. GDC는 세계 게임 기술 동향 및 시장 전망을 조망하는 국제 콘퍼런스로 E3, 도쿄게임쇼, ECTS 등이 게임 퍼블리셔와 비즈니스 중심인 반면 GDC는 게임개발에서 체험한 게임 노하우를 상호 교환하는 '게임개발자 중심'의 컨퍼런스가 모태가 되었다는 점에서 여타 컨퍼런스와 다른 특징이 있다.

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An Impact Analysis of Shut down System on the Trust to Government: focus on comparing gamer with non-gamer (셧다운제가 정부신뢰도에 미친 영향 분석: 게이머와 비게이머의 비교 분석을 중심으로)

  • Choi, Seong Rak;Min, Jiae
    • Journal of Korea Game Society
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    • v.13 no.1
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    • pp.49-60
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    • 2013
  • The government enacted shutdown system in the fall of 2011. It was to secure a right to sleep for the youth and prevent them from being addicted to game. The opinion on the system was dichotomized: gamers were against it for the reason that shutdown system was not effective while non-gamers like parents thought that it was a measure to prevent game addiction. The trust of the public on the government is influenced by the factors of moral and competence. That is, if the policy chosen by the government is effective, the public come to trust their government more. Focusing on the factors of the government competence, this study examined to know how the effectiveness and efficiency of governmental policies have impact on the public trust on the government. Particularly this study looked carefully into what factors of political effectiveness have impact on the trust by group (group with and against the shutdown system). Through this study some implication could be obtained for the difference in trust between two groups.