• Title/Summary/Keyword: 셧다운제 정책

Search Result 12, Processing Time 0.025 seconds

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
    • /
    • v.13 no.1
    • /
    • pp.49-60
    • /
    • 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.

Study on the Perception Changes of Shut down Policy (셧다운제 정책 효과에 대한 인식 변화 연구)

  • Choi, Seong-Rak;Seo, Sun-Bok
    • Journal of Korea Game Society
    • /
    • v.14 no.1
    • /
    • pp.69-80
    • /
    • 2014
  • The government enacted shutdown policy in the fall of 2011 to prevent game addition of youth. Now shut down policy has been implemented about 3 years. We surveyed gamers' and non-gamers' perception about shut down system in 3 years. So this article tried to analysis the perception change of gamers and non-gamers about shut down policy. In result of this analysis, the evaluations of shutdown policy has decreased. Both gamer and non-gamer have the thought against the shot down policy. Among 2011-2012, non-gamer's perception on shut down policy had not changed much. But among 2012-2013, non-gamers' perception as well as gamer's perception has changed against shut down policy. This result showed that we should re-consider the effect and necessity of the shut down policy and whether the government should maintain the shut down policy.

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
    • /
    • v.14 no.6
    • /
    • pp.99-108
    • /
    • 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.

Convergence study to improve a game regulation for youth (청소년 게임 규제 정책 개선을 위한 융합적 연구)

  • Kim, Yu-Na;Lee, Hwan-Soo
    • Journal of Digital Convergence
    • /
    • v.13 no.8
    • /
    • pp.59-67
    • /
    • 2015
  • As online game addiction of youth becomes a serious social problem, various regulations restricting their game play have been introduced. However, it is considered that forced shut-down, selective shut-down, and other regulations have no effect, and theoretical debates about the necessity of regulations also continue. Therefore, this study theoretically re-examines the necessity of youth game regulations by the discussion on domestic and international policy trends and existing research. In order to confirm empirical evidence of the effectiveness of regulations, this study compares and analyses the change of youth's game play time and patterns before and after the regulations. According to the results, the effect of the regulations is inadequate so this study proposes reasonable improvement ways of them through convergent approach including legal, political, and technological perspective.

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
    • /
    • v.9 no.3
    • /
    • pp.21-29
    • /
    • 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.

Online Gaming Regulations and Teenagers' Viewpoint : Examining reactance & Peer-Culture of the targeted group (온라인 게임 규제와 청소년의 시선 : 규제 대상자들의 반발심과 또래문화를 중심으로)

  • Yoon, Yeohong;Jo, Wooyong;Choi, Jeonghye;Chung, Yerim
    • The Journal of the Korea Contents Association
    • /
    • v.16 no.11
    • /
    • pp.223-239
    • /
    • 2016
  • We study online gaming regulations and examine the reactance and attitude of the targeted group. To be specific, we focus on the 'Shutdown Law' due to its scope and magnitude of its influence. The Shutdown Law was enforced to prevent adolescence's immersion in or addiction to online gaming; however, its effectiveness has yet to reach a consensus. Our empirical findings show that the reactance to the regulation is stronger as game usage increases; surprisingly the effect of game usage on reactance weakens among the affected adolescence's group, compared to the adult counterpart. Furthermore, heavy users in the targeted group are more likely to play online gaming to mingle with their peers, and thus more likely to play other activities that friends participate in. These results suggest that online games play a role to cultivate peer-culture among adolescence and facilitate their communication.

Technology Risk and Social Responsibility of Innovation: The Shut-Down Law and On-line Game as a Post Catch-up Innovation (기술위험과 혁신의 사회적 책임 - 셧다운제와 탈추격형 혁신으로서 온라인게임 -)

  • Jung, Byung Kul
    • Informatization Policy
    • /
    • v.20 no.4
    • /
    • pp.71-88
    • /
    • 2013
  • Probability of technology risk is expected to increase as the post catch-up innovation, characterized by high uncertainty and high risk, would dominate in the coming era of post catchup. Social controversy on online game as a post catch-up innovation is still ongoing, though the shutdown law was enacted by the government. Socio-technical vulnerability causing technology risk paradoxically arose from the world top-level ICT infrastructures and has been reinforced by developmentalism. While both the pros and cons of the regulation fail to recognize dilemma objectively, social cost is brought about and accumulated. With recognizing dilemma between technology innovation and risks, we can tackle technology risks and ensure responsible innovation in post catch-up era.

  • PDF

An Empirical Study on the Effects of Regulation in Online Gaming Industry via Vector Autoregression Model (벡터자기회귀(VAR) 모형을 활용한 온라인 게임 규제 영향에 대한 실증적 연구: 웹보드 게임을 중심으로)

  • Moonkyoung Jang;Seongmin Jeon;Byungjoon Yoo
    • Information Systems Review
    • /
    • v.19 no.1
    • /
    • pp.123-145
    • /
    • 2017
  • This study empirically examines the effects of regulation on online gaming. Going beyond ad hoc heuristic approaches on individual behavior, we investigate the effects of regulation on dynamic changes of games or service providers. In particular, we propose three theoretical perspectives: social influence to investigate the regulation effect, the role of prior experience to determine the difference in the regulation effect size through users' prior experience, and network externalities to discover the difference in the regulation effect size according to the number of users on an online gaming platform. We use the vector autoregression methodology to model patterns of the co-movement of online games and to forecast game usage. We find that online gamers are heterogeneous. Therefore, policy makers should make suitable regulations for each heterogeneous group to effectively avoid generating gaming addicts without interrupting the economic growth of the online gaming industry.

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
    • /
    • 2012.01a
    • /
    • pp.11-14
    • /
    • 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.

  • PDF

Suggestions for Improvement of Youth Internet Regulation: Focusing on Youth Internet Regulation of the Major Country (청소년 인터넷규제 개선방향에 대한 제언: 주요국의 청소년 인터넷규제를 중심으로)

  • Song, Eun-Ji
    • The Journal of the Korea Contents Association
    • /
    • v.13 no.11
    • /
    • pp.690-698
    • /
    • 2013
  • Advanced digital environment, ease of life would bring significant benefits, but rather indiscriminate access to information have occurred new social problems. Especially the youth and children using the Internet to increase in population resulting from harmful information on the Internet, concerns about the negative impact increases establish policies for the protection of youth and children emphasizes the importance of various activities international community. Despite major countries aim to self-regulation minimize the direct regulation through collaboration with the private sector cultivation and campaign, continuing education, Korea was analyzed that implement direct and coercive enforcement regulations such as 'internet game shut down' and insufficient social infrastructure to create activities. Therefore, in order to create a positive internet environment, self-regulation is essential with private experts and organizations based on cooperation and indirect regulation.