• Title/Summary/Keyword: 사행산업

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How does the CAP System Influence the Structure of Gambling Industry in Korea (사행산업 매출총량제가 사행산업 구조에 미친 영향 분석)

  • Choi, Seong-Rak;Park, Jun-Hwi
    • The Journal of the Korea Contents Association
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    • v.18 no.5
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    • pp.34-45
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    • 2018
  • In Korea, there are a lot of regulation on gambling industry. Among them, the most unique regulation is the CAP system. The purpose of CAP system is to minimize the social side effects of gambling industry. For that, National Gambling Control Commission controls the maximum number of business premises of gambling companies. The CAP system is a means of preventing excessive expansion of the gambling industry. The CAP system has lasted since 2009. This study investigate how the CAP system influence the structure of gambling industry. In result, after the CAP system carried out, the growth rates of gambling industry are similar to those of national GDP. And before the CAP system, the HHI index and CR index were decreasing trend. However, after the CAP system, the HHI index and CR index were not decreasing. That means the structure of gambling industry has been stable and settled. And there were few variation among the gambling companies in sales. In conclution, the CAP system influenced the gambling industry to be stable. There were few competition among the gambling companies in Korea. And the structure of gambling industry has been settled.

Study of Policy through Big data Analysis about Gambling News (사행산업 관련 뉴스의 빅데이터 분석을 통한 정책 연구)

  • Moon, HyeJung;Kim, SungKyung
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 2016.11a
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    • pp.190-193
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    • 2016
  • 본 연구는 사행산업의 분야인 복권, 체육진흥투표권, 경마, 카지노에 대해 언론에서는 어떻게 다루어지고 있는지를 1990년부터 2015년까지의 뉴스데이터를 빅데이터 분석 방법 중 테스트의 의미연결망 분석을 통해 밝혀보고자 하는 연구이다. 이 논문은 의미망 분석을 통해 기사의 빈도와 연결성을 프레이밍과 시민관심 정도로 재조명 하여 기사에 대한 언론보도자의 의도와 시민의 인식차이를 밝혔고, 이를 통해 정책적 특성과 개혁과제를 탐색하였다. 분석결과 복권의 경우 당첨번호, 당첨금, 조작의혹 등 당첨에 대한 부분이 주제인 '사회문제' 형태였으며, 체육진흥투표권의 경우에는 사업입찰, 불법사이트, 발매대상 등 주로 사업추진과 불법사이트에 대한 '의무정보' 종류였고, 경마의 경우 사업장, 홍보, 기사 등으로 사업홍보나 광고 관련 뉴스이었고, 마지막으로 카지노의 경우에는 불법, 도박장, 외국인 등 '주요정보'에 해당하는 논문이었다. 시대에 따라 1990년대에는 카지노, 2000년대에는 복권, 2010년대에는 경마에 대한 기사보도가 많아졌으며, 이에 대한 시민의 반응도 사업비리, 당첨, 시민운동 등의 차이가 있었다. 마지막으로 기사의 빈도와 연결성이 나타내는 프레이밍 정도와 시민의 관심은 '1. 홍보광고, 2. 의무정보, 3. 사회이슈, 4. 주요정보' 네 가지로 구분되었으며 이 중 사고, 비리 등 주요기사로 구분되는 사회문제가 주요 공공의제로 형성되는 것을 확인할 수 있었다.

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A Study on the Electromagnetic Card System of Arcade Games within the Framework of Relieving Speculation (사행성 완화 관점에서 아케이드게임의 전자카드제에 관한 연구)

  • Park, Jong-Il;Kim, Dong-Hyun;Huh, Moon-Haeng
    • Journal of Korea Game Society
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    • v.11 no.6
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    • pp.181-191
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    • 2011
  • This study establishes the theory of minimizing the Speculation occurring and creates the promotion of the domestic Arcade Game. The study analyzed the present Game Rating of speculation standard in this field and compared the domestic instances with international ones. The study therefore proposes that the domestic game industry should adopt the future model of electromagnetic-card that will lead to the basis of the industry that is not under the system at present. The new system will also verify the useful alternative that will enhance the domestic Arcade Game.

A Study on Meandering Phenomenon in Dicing process (다이싱가공에 있어서 가공구사행현상에 대한 연구)

  • 정윤교
    • Proceedings of the Korean Society of Precision Engineering Conference
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    • 1994.10a
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    • pp.144-149
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    • 1994
  • 반도체 산업계에 있어서 IC 등을 주류로 하는 마이크로칩의 생산성 및 성능이 현저히 성장하여 많은 경제효과를 가져오고 있다. 이와함께 전자부품에 사용되어지는 취성재료의 종류 및 그양도 점점 증가하는 추세이다. 이러한 취성재료의 절단에는 초극박의 다이야몬드 브레이드가 널리 사용되어지고 있다. 실리콘웨이퍼와 같은 취성재료의 다이싱가공에서 문제가 되고있는것은 칩핑과 사행현상의 발생이다. 사행현상의 원인으로서는 브레이드축면의 비대칭성,절삭날의 둔화,숫돌축과 이송방향의 위치결정오차,후렌지 단면의 흔들림등을 들수 있다. 그러나, 사행의 발생영역과 사행이 계속되는 이유에 대해서는 전혀 검토되어진바 없는것이 현실이다. 본 연구에서는 다이싱가공시의 사행현상에 주목해서 사행현상의 발생영역을 명확하게 함과 동시에 AE 센서를 이용하여 인프로세서로 사행현상의 검출방법을 개발하는 것을 목적으로 한다.

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The Analysis for Gamble Regulation of Korea Arcade Game (국내 아케이드 게임의 사행성 규제 분석)

  • Han, Sang-keun;Song, Seung-Keun
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2016.10a
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    • pp.187-188
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    • 2016
  • In South Korea, regulations on gambling have been implemented since the beginning of the Game Rating Board, and they have been improved, newly enacted or deleted according to the current game industry. For instance, regulations on arcade games include that no more than 10,000 KRW can be input per hour, automated operation is prohibited, results cannot be saved, money exchange is prohibited, etc. The study aimed to relieve excessive regulations on gambling arcade games in South Korea such as unnecessary regulations and duplicate regulations in a practical way. It is therefore expected to contribute to implementing regulation plans for gambling games suitable for the level of consciousness of the South Korean people.

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A Study on the Shifting of Regulation Paradigm for Arcade Game (아케이드게임 규제 패러다임 전환에 대한 연구)

  • Kim, Min-Kyu
    • Journal of Korea Game Society
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    • v.12 no.4
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    • pp.53-64
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    • 2012
  • This article is a analysis & diagnosis on the shifting of regulation paradigm for arcade game in Korea. Arcade market is decreasing market size after 2006. Arcade platform is characterized by the individuality & PC-based ability. This rapidly changes of the environment are facilitating the gambling in arcade game market. For the protecting the gambling in arcade game market, regulation paradigm needs the shift. To game center & speculative behavior, from game & gambling criteria. The regulation on arcade game in China is a meaningful case, when we make the new paradigm.

The Analysis for Korea Web-board Game Regulation (국내 웹보드 게임 규제 분석)

  • Song, Seung-keun;Yoon, Claire
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2016.10a
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    • pp.183-184
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    • 2016
  • This study aims to suggest relaxed regulation plans for web-board games by analyzing regulations on gambling games with online and mobile platforms. One of the controversial issues in the South Korean game industry these days is legal regulations related to 'gambling'. Gambling is one of its ambivalent factors, which is necessary for fun of these games but has risks of overindulgence and addiction. This study analysis the web-board enforcement ordinance from Feb. 2014 and current relaxed regulation. Moreover, we find the plan which will be relaxed to regulation under what safety net. We propose the solution of web-board regulation policy which is available for an adult.

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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.

Prohibition Clauses of Business of Money Changing on the Game Industry Promotion Act of 2007 (게임산업진흥법상 환전업금지 조항의 의의와 해석)

  • Hwang, Seung-Heum
    • Journal of Korea Game Society
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    • v.7 no.2
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    • pp.61-72
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    • 2007
  • Prohibition Clauses of Business of Money Changing(${\S}32(1)7$) on the Game Industry Promotion Act of 2007 was introduced for the purpose of preventing game from becoming gambling. By making the independent requisite of constituting a crime that there was no criminal punishment former times, it is possible actively to deal with mixing of game and gambling. Prohibition Clauses of Business of Money Changing prevent the material or formless results that are obtained on the use of game from making a business of money change, intermediation of money change, or re-purchase of it. The material or formless results mean points, prizes, game moneys, or game data that is obtained on the abnormal use of a game. Most real money trade of a game item will be pull into the application of Prohibition Clauses of Business of Money Changing on the interpretation of it. Therefore this clauses have a tremendous effect upon the business of sweated workshops and intermediation web sites of game items. None the less Prohibition Clauses of Business of Money Changing will have positive influence to the future of game industry through the separation of game and gambling.

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