• Title/Summary/Keyword: 사행산업

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Analysis of Horse Races: Prediction of Winning Horses in Horse Races Using Statistical Models (서울 경마 경기 우승마 예측 모형 연구)

  • Choe, Hyemin;Hwang, Nayoung;Hwang, Chankyoung;Song, Jongwoo
    • The Korean Journal of Applied Statistics
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    • v.28 no.6
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    • pp.1133-1146
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    • 2015
  • The Horse race industry has the largest proportion of the domestic legal gambling industry. However, there is limited statistical analysis on horse races versus other sports. We propose prediction models for winning horses in horse races using data mining techniques such as logistic regression, linear regression, and random forest. Horse races data are from the Korea Racing Authority and we use horse racing reports, information of racehorses, jockeys, and horse trainers. We consider two models based on ranks and time records. The analysis results show that prediction of ranks is affected by information on racehorses, number of wins of racehorses and jockeys. We place wagers for the last month of races based on our prediction models that produce serious profits.

The Association between Modes of Access to Betting Games and Problem Gambling among Adolescents : Focusing on Comparisons between On-line and Land-based Modes (청소년의 돈내기 게임 접촉방식과 문제도박의 관계 : 온라인과 오프라인 방식의 비교를 중심으로)

  • Lee, Jaekyoung;Lee, RaeHyuck;Chang, Hae-Lim
    • The Journal of the Korea Contents Association
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    • v.20 no.7
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    • pp.139-148
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    • 2020
  • This study examined the modes of access to betting games among adolescents and analyzed the influence of on-line betting games (e.g., legalized gambling, illegal gambling, speculative games) on problem gambling. The raw data from the 2018 Survey on Youth Gambling Problems were used. Using a sample of 5,101 school adolescents who were from first-grade middle school students to second-grade high school students and who experienced betting games during the last three months, this study conducted cross tabulation and logistic regression analyses. Of the adolescents who experienced betting games, 17.8% experienced on-line games that were composed of 4.9% in illegal gambling, 2.4% in speculative games, and 0.4% in legalized gambling. Compared to land-based modes of gambling, on-line illegal gambling, legalized gambling, and speculative games were associated with higher odds of problem gambling. While on-line illegal gambling was associated with higher odds of problem gambling for female adolescents, on-line illegal gambling, legalized gambling, and speculative games were associated with higher odds of problem gambling for male adolescents. This study discussed intervention strategies to address problem gambling and modes of betting games among adolescents.

A Model for Predicting Horse Racing Ranking by Regression Analysis (회귀 분석을 통한 경마 순위 예측 모형)

  • Hur, Tai-sung;Song, Min Seob;Ko, Dong Su
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2022.07a
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    • pp.15-16
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    • 2022
  • 본 논문에서는 국내 합법 사행산업의 가장 큰 비중을 차지하는 경마에 대한 데이터 분석 모델을 제공하여 건전한 국민 여가 스포츠로 인식 개선을 제안한다. 고배당을 강조하는 경마 예측론이 성행하며 경마가 스포츠가 아닌 도박에 가깝다는 부정적 이미지를 개선하고자 부모마의 수득 상금을 이용한 순위 분석 모델을 제공한다. 현재 국내 경마 경기는 서울, 부산, 제주에서 개최되며, 이 중 서울 지역 경마 데이터를 분석 데이터로 하였다. 분석에 이용한 데이터는 2019년 3월부터 2022년 3월까지의 경주 성적, 경주마 정보, 부모마 수득상금을 이용하였다. 분석에는 선형 회귀 모형, 랜덤 포레스트 회귀 모형 (Breiman, 2001)을 이용하였다. 분석은 Python 을 이용하였으며, Python에서 제공하는 다양한 라이브러리를 이용하여 크롤링, 전처리, 분석하였다.

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An Impact Analysis of Policy Change in the Game Industry -the Arcade Game Industry approach- (게임산업의 정책 변화에 따른 영향 분석 -아케이드게임 산업을 중심으로-)

  • Jeon, Hong Sik;Koh, Chan
    • Journal of Digital Convergence
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    • v.11 no.2
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    • pp.59-70
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    • 2013
  • The arcade game market is 2nd big market in the world following console game market. It is a driving force of growth for game industry but its Korean case was decreasing growth of game industry by various kinds of factors. Therefore, it is placed too much emphasis on online game industry and it lost industry growth power. The characteristics of arcade game are spatiality, expandability of device, rewardability, amusemenability. The importance of arcade game are development of new device and freedom of application it but it is restricted by prior deliberation and regulation of industry in korea. Many problems arise from classifying speculation device to arcade game and relaxation of regulation. In this paper, we analyze effectiveness from policy change in Arcade game industry, especially we focused on regulation policy. Also, we found problems and suggested alternatives by comparision on policy of foreign country.

Study on Perceptions through Big data Analysis on Gambling related News in Korea (한국 사행산업 관련 뉴스의 빅데이터 분석을 통한 인식 연구)

  • Moon, HyeJung;Kim, SungKyung
    • Journal of Broadcast Engineering
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    • v.22 no.4
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    • pp.438-447
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    • 2017
  • The purpose of this study is to understand the recognition of gambling industry through the semantic analysis of news data on lottery, sports betting, horse racing and casino that was reported between 1990 to 2015 in South Korea. This paper revealed the difference between journalists' intention and public's perception about news by analyzing the frequency and connectivity of news with framing and public's interest through semantic network analysis and explored the policy characteristics and innovation task. The result of analysis, news on lottery game mainly has been reported social issue related with win such as 'winning number', 'prize money', 'suspicion of manipulation' and etc. News on sports betting has been reported mandatory information related with business project and illegal site such as 'bidding', 'illegal site', 'sales target' and etc. News about horse racing has been reported the information about the business advertisement such as 'online race track' and 'promotion'. Lastly, casino related news has been reported 'major information' such as illegality', 'gambling place' and 'foreigner'. As a result of times series analysis, news about casino in the 1990s, news about lottery in the 2000s and news about horse racing in 2010s have been increased. Public's interest also has been moved to 'business scandal', 'winning game', 'citizens' campaign' and etc. Gambling related news has been classified by four types, 1. advertising publicity(horse racing), 2. mandatory information(sports betting), 3. social issue(public agenda, lottery), 4. major information(casino). We could get the insight that news can be formed a public agenda, when news is reported as a social issue with high frequency and public's interest like lottery related news.

A Study on the Probability and Actual Probability of Probabilistic Items in Mobile Games (모바일게임에서 확률형 아이템의 고시 확률과 실제 확률의 관한 연구)

  • Oh, Jong-Min;Kim, Jung-Sun;Kim, Hyo-Nam
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2020.07a
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    • pp.521-524
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    • 2020
  • 국내 모바일 MMORPG 시장에서 구글플레이 스토어, 앱 스토어의 매출 순위를 보면 순위 안에 있는 게임 중에 가챠 시스템이 없는 게임을 찾기가 힘들 정도로 모바일게임에서 가챠 시스템은 게임의 전체 매출에서 많은 비중을 차지한다. 과거 가챠 시스템으로 인하여 사행성과 과금 유도가 너무 심해져 2015년 확률형 아이템 규제 법안이 발의되어 현재까지 게임회사들은 확률을 공개해왔다. 하지만 공개된 확률에는 유저들이 모르는 큰 오류가 존재한다. 본 논문에서 그 오류를 알아보고 모바일 게임 가챠 시스템의 건전성을 확보하기 위한 방안을 제시하고자 한다.

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A Study on the Method Improving of the Probability Items in Game (게임에서의 확률형 아이템 개선방법에 관한 연구)

  • Kim, Jae-Hyung;Kim, Do-Kyung;Kim, Hyo-Nam
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2020.07a
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    • pp.531-533
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    • 2020
  • 게임 시장에서는 다양한 형태로 확률형 아이템을 판매하고 있다. 그 중 확률형 아이템은 게임사의 주요 수입원이다. 그러나 유저들에게는 확률형 아이템의 랜덤성 때문에 게임을 즐기는 데 있어서 스트레스를 받고 정확하지 않은 과금액과 사행성이 담겨 있는 판매 방식으로 인해 혹평을 내놓는다. 본 논문에서는 설문을 기반으로 유저가 확률형 아이템의 어느 부분에 불만이 있는지 구체적으로 제시하여 기업이 유저들의 불만을 파악하고 줄이는데 도움을 주고자 한다.

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A Legal Study on the Game Industry Promontion Act Bill for Establishing The Game User Committee (게임산업법(안)상 게임물이용자위원회에 관한 법적 검토 연구)

  • Park, Se-Hun;Kyen, Seung-yup
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2022.01a
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    • pp.173-174
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    • 2022
  • 최근 확률형 아이템이 이용자들에게 투입 비용보다 높은 가치의 아이템을 획득할 수 있을 것이라는 막연한 기대감을 갖게 만들어, 게임 이용자의 사행성을 조장하고 과소비를 부추긴다는 우려가 제기되고 있다. 특히 복잡한 확률구조와 관련하여 허위로 표시하는 등 거짓 또는 과장 광고가 만연하여 게임 업계의 자율규제가 실효성을 잃고 게임제작업자가 허위로 확률을 고지하여 이용자들을 기만하는 사례 등이 사회적으로 문제가 되고 있다. 이에 국민의힘 하태경 의원이 일정 규모 이상 게임제작업자는 게임물이용자위원회를 두도록 하는 게임산업진흥에 관한 법률 일부개정(안)을 2021년 3월 24일 대표발의하였는데, 이 법안이 게임산업을 과도하게 규제한다는 비판이 제기되고 있는바, 해당 법안을 분석하여 입법취지에 부합하는 개선방안을 제시하고자 한다.

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A Study on Social and Cultural Effect of Corporate Social Responsibility on Local Residents -Focusing on Kangwon Land- (기업의 사회공헌활동이 지역주민에 미치는 사회.문화적인 영향에 관한 연구 - 강원랜드를 중심으로 -)

  • Moon, Kyoung-Won;Shin, Dong-Ju
    • Korean Business Review
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    • v.23 no.2
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    • pp.99-114
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    • 2010
  • This study paid attention to the social cultural ripple effect which as a project for the past 10 years, the corporate social responsibility gave to local residents. Especially the study considered the effect appearing from encouragement of cultural activities of residents in abandoned mine which were culturally disadvantaged, and would search for productive ways for continuous development of casino industry and local community in the future. The study area was mainly Taebaek, Gohan, Sabuk located in abandoned mine and the number of residents involved were 185. Through surveys, first, demographic characteristics of respondents were investigated, second, recognition level and satisfaction, third, social cultural impacts of social responsibility of Kangwon Land according to that, and last negative image make over by corporate social responsibility were analyzed. As the result of the investigation, 185 of first response in general recognized the corporate social responsibility of Kangwon Land, and their satisfaction about that was also high. In addition they felt the quality of life were bettered after the development of casino.

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Structural Analysis on the Path of Problem Gambling among College Students - Using Jacob's General Theory of Addiction- (대학생의 문제도박 발달경로 구조분석 -Jacob의 중독의 일반이론 적용-)

  • Jang, Soomi
    • Korean Journal of Social Welfare
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    • v.65 no.2
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    • pp.231-254
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    • 2013
  • The growth of legal and illegal gambling industry in Korea has increased the gambling accessibility. Actually, the prevalence of gambling addiction in Korea is significantly higher than those in western countries. The problems related to gambling make negative consequences in the individual, familial and socio-economical aspect. Previous studies showed that the prevalence of problem gambling by college students was much higher than that by adolescence and adult due to the nature of psychosocial developmental stage. The purpose of this study is to explore the path of problem gambling among college students based on the Jacob's general theory of addiction. Participants are 366 male college students who have experienced on gambling behavior. The main results are as follows. First, the problem gambling prevalence of participants is 14%. Second, statistical analysis using structural equation modeling shows the significant pathway among psychological vulnerability, needs to escape and problem gambling. Instead, the physiological vulnerability is not significant on the path to problem gambling. On the basis of these findings, the implications for social welfare prevention and intervention to college students are discussed.

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