• Title/Summary/Keyword: 온라인 정책

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A Study of Online Ticket Resale Restrictions in the Korean Live Music Industry (온라인 티켓 재판매 규제에 관한 연구 - 국내 공연산업을 중심으로 -)

  • Yoo, Jiyun
    • Korean Association of Arts Management
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    • no.59
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    • pp.101-141
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    • 2021
  • Recently the concerns on online ticket resale have been globally soared. Numerous countries have dealt with problems about online ticket tout and resale platforms in various ways in spite of differences of scope and method on restrictions. However, in contrast with the worldwide concerns and actions, Korea has been relatively slow to take any action against regulating online ticket resale issues, and any legislation has not been made. At the end of 2020, a revised Performance Act was passed and enforced from June, 2021. With the enforcement of the bill, this study aims to provide an exploratory analysis to present current situation related to online secondary ticket resale policy in Korea. It examined how US and England have coped with legislation for online ticket resale. And then it attempted to illuminate the current situation of legislation and restrictions on online secondary ticket market in Korea and examined the effectiveness of the revised Act. Finally, this study suggested that there should be prompt consideration and actions to carry out related policies for establishing stable market ecosystem and providing fair opportunities to consumers.

The Analysis for Web-board Game Policy in China : The Case Study for 'Bianfeng' Game (중국 웹보드 게임 정책 분석: '비엔펑' 게임사례를 중심으로)

  • Song, Seung-Keun
    • The Journal of the Korea Contents Association
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    • v.17 no.1
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    • pp.436-443
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    • 2017
  • This research aims to inquiry the present state of online game industry and related laws and investigate the nature and feature of the web-board game policy through the case of web-board game operation in China. We reviewed China local literature of online mobile game industry and inspected foreign entry, copyright protection, safety audit, distribution, and shop in China laws related to online game. We examined the game operation of the most famous 'Bianfeng' game company among China web-board game and considered how the charge and exchange for game money is made at issue. The result was revealed that money exchange was made in twilight zone neither legal nor illegal due to dual feature of China law. It is an ambiguous judgment that did not take a strong prohibition. However, we found that minium regulation was gone just in case social trouble happened. The result of this research will expect to help Korea regulation authorities and game company that have plans to enter China market the guideline for game operation policy.

The Publicity of the Museum under the Untact Situation (비대면 상황에서 미술관의 공공성에 대한 논의)

  • Lee, Sooyoung
    • Korean Association of Arts Management
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    • no.56
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    • pp.329-348
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    • 2020
  • Under quarantine policies related to the Coronavirus, museums have closed or started limited operations. Currently, museums are trying to adapt to the untact situation, while maintaining the museum's original function and communicating with visitors through online platforms. This paper first analyzes the operation status of domestic and foreign museums under untact situations and the operation status of online platforms. In order to reconsider the publicity of the museum, the definition of the museum by ICOM and Hannah Arendt's concept of publicity should be examined. Through this, the importance of the function of public art museums in forming democratic discourse and awakening community could be developed. To this end, first, public forum to discuss the quarantine policy of museums should be developed. Second, local and central governments should support museums financially. Finally, the online platforms of the museum should be more activated. Despite the untact situation of the museum, the publicity of art museums must be addressed in order to discuss the community's difficulties democratically.

A Study on the Policy Implications of Strategic Trade Policy Theory for the Regulation of Rent Seeking Behavior of Monopolistic Online Platform Enterprises (독과점적 온라인 플랫폼 기업의 지대추구 행위 규제에 관한 전략적 무역정책론적 시사점 연구)

  • Jae-Kwan Park
    • Korea Trade Review
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    • v.48 no.3
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    • pp.177-197
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    • 2023
  • The rent seeking behavior of monopolistic online platform enterprises against digital contents suppliers is similar to the importing countries transfers the monopoly profit acquired by exporting companies in the imperfectly competitive market through optimal tariffs. If such an optimal tariffs imposing mechanism of importing countries, according to so-called strategic trade policy theories, is applied to the rent-seeking behavior of online platform companies, important insights can be obtained in discussions on regulatory reform. In other words, if an online platform enterprises impose a differentiated fee on each contents-suppliers in a monopolistically competitive markets that pursues contents differentiation through R&D investment, it would reduce the innovation investment by contents suppliers. Nevertheless, profit-maximizing online platform enterprises would not voluntarily give up the discriminatory fee system. Therefore, we would like to propose the introduction of a regulation that can force the introduction of an non-discriminatory fee system for all the contents suppliers.

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.

A Basic Study for Development of Youth On-line Game Competence Quotient (청소년 대상 온라인 게임 역량 지수 개발을 위한 기초 연구)

  • Kim, Ki-Suk
    • Journal of Digital Convergence
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    • v.15 no.7
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    • pp.375-382
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    • 2017
  • Human resources required in society of knowledge and information are those who not only learn about knowledge and information but also apply those acquired sources to creatively trouble-shoot issues through independent or cooperative relationship. This study is to clarify that there is a positive effect from use of on-line game by youth as youth may have an opportunity to learn the competence required by present and future society of knowledge and information. Moreover, this study is to propose that positive competence may be acquired through on-line game and that the systematic device is required to show the classification of competence from game under characteristics of users. For upright settlement of gaming culture, game companies and the government are required to cooperate actively. Therefore, it is expected that the data from this study will be used as basis of studies of development of youth on-line game competence Quotient to grant upright gaming culture and youth on-line game competence Quotient.

Legitimacy of Digital Social Innovation and Democracy: Case of Online Petition and Public Problem Solution Project (디지털 사회혁신의 정당성과 민주주의 발전: 온라인 청원과 공공문제 해결 사례를 중심으로)

  • Cho, Hee-Jung;Lee, Sang-Done;Lew, Seok Jin
    • Informatization Policy
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    • v.23 no.2
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    • pp.54-72
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    • 2016
  • This article analyzes the latest cases of Digital Social Innovation such as crowdsourcing and online petitions for public trouble-shooting in oder to demonstrate that public engagement of the citizens on decision making can enhance the quality of democracy. Digital Social Innovation contributes to citizen's participation on decision making and policy implementation with taking advantage of digital technologies of crowdsourcing and online petitions. Active civic engagement for decision making literally helps to improve and democratize government policy. These series of processes not only improve quality and efficiency of policy governance by building up transparency and effectiveness of policy itself but also enhance the throughput legitimacy. With this article, I quote and analyze various practices of Digital Social Innovation which we had substantiated to demonstrate the effectiveness of civic engagement for decision making to improve and enhance democracy. The hypothesis that the Digital Social Innovation attempted in various ways is a principal factor of democratization could be verified. Moreover, the practices of Digital Social Innovation helps the civic participation in policy making in modern society. Finally, this article suggests an implication of Digital Social Innovation as part of efforts to ensure the involvement of throughput legitimacy for the development of democracy.

가상재화의 현금거래가 비즈니스에 미치는 영향 : 온라인게임 아이템 현금 거래를 중심으로

  • Jeon, Seong-Min;Lee, Bo-Gyeong
    • 한국벤처창업학회:학술대회논문집
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    • 2019.11a
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    • pp.45-49
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    • 2019
  • 본 연구는 온라인 게임 아이템과 같은 가상재화가 현금 거래될 경우 온라인 게임 비즈니스에 미치는 영향을 정량적으로 추정하려 했다. 기존 연구문헌에서 온라인 상거래와 모바일 앱 유통에서 활용된 롱테일 분포 계량 추정 방법론을 이용하여 추정한 결과, 온라인 게임 거래소의 거래 아이템 총액은 약 1조 5천억 원으로 추정되었다. 이 중, 전문적인 작업장 매출 규모는 연간 약 8,700억원으로 아이템 중개 거래 사이트 게임 머니 및 게임 아이템 거래 총액 대비 58% 수준으로 추정되었다. 본 연구는 학문적 분석이 매우 제한된 온라인 게임 상의 가상재화 아이템의 현금거래에 대한 정량적 분석 시도라는 점에서 의의를 가지며 특히, 작업장 및 작업장의 게임에 미치는 영향을 정량 분석한 거의 최초의 연구이다. 다만, 아이템 거래시장에 대한 데이터 및 게임 운영에 대한 내부 정보가 제한되어 연구문헌에 기초를 둔 추정방법론을 활용하였으며 게임 산업계의 전문가들의 의견을 반영하여 추정한 분석 결과이다. 또한 본 연구는 작업장 및 불법 서버로 말미암아 발생하는 사회적 비용 등을 온라인 게임 서비스 제공 회사에 일방적 책임을 갖게 하는 것 보다는 사회 전반적인 관점에서 접근해야 한다는 정책적 시사점을 제시한다.

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The Study of Online Piracy Protection -Focusing on Punishment and Moral Obligation- (인터넷 저작권 침해 보호에 관한 연구 -저작권 침해에 대한 처벌 및 윤리의식을 중심으로-)

  • Park, Joo Yeon
    • Journal of Digital Convergence
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    • v.11 no.1
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    • pp.145-151
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    • 2013
  • As the Internet is widely used worldwide, digital asset on the internet becomes to be critical to protect from illegal copying and piracy which is an unlawful action that download or upload copyrighted materials from the Internet without having a right to use them from the copyright owners. Such an illegal and unethical behavior are pervading and becoming a big concern in many industries and business sectors over the world. This study examines the effect of the user's perception for piracy regulation and moral obligation on online piracy intention. Therefore, the purpose of this study is to see the different effect of regulation and moral obligation on piracy attitude and intention so as to suggest an effective method of piracy protection and to bring an attention on moral and ethical education for online piracy. The result of this study showed both punishment and moral obligation toward online piracy are significantly associated with users' attitude on piracy, indicating that higher level of punishment severity as well as moral obligation lead to decrease piracy attitude. This research also revealed that the level of users' moral obligation has a stronger relationship with piracy attitude than punishment.