• Title/Summary/Keyword: Gambling Addiction

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A Study on the Code of Disease of Game Addiction and the Classification of Sin Stocks for Game Companies (게임중독의 질병코드 규정과 게임 기업의 죄악주 분류에 관한 연구)

  • Rhee, Chang Seop;Rhee, Hyunjung;Hue, Kwangbok
    • The Journal of the Korea Contents Association
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    • v.19 no.10
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    • pp.364-371
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    • 2019
  • The World Health Organization (WHO) announced the 11th International Classification System (ICD-11), which classifies game addiction as a disease in 2018. Sin stocks are defined as the companies that have negative addictive properties and are taxed on social costs. If a game disorder is listed in the disease classification system in Korea, it is highly likely that Korean game companies may be considered as sin stocks that causes negative addictive properties and social costs such as the game addiction and the game addiction tax. This suggests that game companies could be newly included in the scope of sin stocks in Korea. In this study, we examine the effect of the inclusion of game companies in the scope of sin stocks on the job preferences of game companies. We found that there is a high level of opposition to the opinion of the listing sin stocks of game companies, and a high degree of addiction and gambling was suggested as the cause of the game companies being classified as sin stocks. We also found that firm value and job preference would be decrease if a game company was classified as sin stocks. The study is meaningful in that it suggests that game companies can be perceived negatively as sin stocks due to the disease code of game disorder, which has recently emerged as a social issue. Also, this study will contribute to the academia and market participants by reporting statistically the effect of the classification of sin stocks in game companies on job preferences for game companies.

AN ADROIT UNRELATED QUESTION RANDOMIZED RESPONSE MODEL WITH SUNDRY STRATEGIES

  • TANVEER AHMAD TARRAY;ZAHOOR AHMAD GANIE
    • Journal of applied mathematics & informatics
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    • v.41 no.6
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    • pp.1377-1391
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    • 2023
  • When sensitive topics such as gambling habits, drug addiction, alcoholism, tax evasion tendencies, induced abortions, drunk driving, past criminal involvement, and homosexuality are the focus of open or direct surveys, it becomes challenging to obtain accurate information due to nonresponse bias and response bias. People often hesitate to provide truthful answers. Warner introduced an ingenious method to address this issue. In this study, a new and unrelated randomized response model is proposed to eliminate misleading responses and nonresponses caused by the stigma associated with the attribute being investigated. The proposed randomized response model allows for the estimation of the population percentage with the sensitive characteristic in an unbiased manner. The characteristics and recommendations of the proposed randomized response model are examined, and numerical examples are provided to support the findings of this study.

A Study on the Relationship Between School Uniform and Juvenile Delinquency (교복착용 여부와 청소년 비행행동간의 관계성 연구)

  • Lee In Sa
    • Journal of the Korean Society of Clothing and Textiles
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    • v.16 no.1 s.41
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    • pp.85-96
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    • 1992
  • The puropse of this study is to find out that whether the juvenile delinquency could be decreased by the revival of school uniform for the high school students. For this purpose, the difference and frequency of juvenile delinquency between uniformed students and none·uniformed students were surveyed. In addition, the relation among the students, social classes, receiving attitude for the sub-culture, with juvenile delinquency were also surveyed. For this study, 728 high school students were' studied with a questionaire. They were 328 ' uniformed students from 6 schools and 400 none-uniformed students from other 6 schools. The conclusions of this study are as follow: 1. The order of juvenile delinquency is resistance to their parents and teachers, cunning in examination, drinking, watching shameful video tapes, possession of dirty books and pictures, gambling, entering to thea rooms, billiard rooms, the prohibited cinema houses aild drinking houses, and smoking. The students' delinquency was chiefly misdeed against the public order and social position and most of them were without any victims. And there were no misdeed such as drug addiction, robbrry and bodily harm. 2. The difference of juvenile delinquency between uniformed and non·uniformed schools was not found. 3. More nisdeed were occurred when they were without uniform; especially in cases of entering to shameful video shops, drinking houses, tea rooms and billiard rooms. 4.The logical propriety that the juvenile delinquency would be decreased by putting on uniform to all students is scarce, because Ell misdeed were occurred when they were without uniform after school. Uniform were worn only when they go to school. 5. A negative effect between student's affection toward their parents and schools, and juvenile deliquency was found. Much they love their parents and schools, less misdeed occurred. 6. Positive effect between sub·culture and juvenile delinquency was found. The friendship with delinquent students gives a great influence to juvenile delinquency.

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A Analysis on the Present State and Character of Game Regulation in Korea (게임 부문 규제 현황 및 특성 분석: 규제개혁위원회 등록 규제에 대한 게임 정책 신뢰에 대한 소고)

  • Choi, Seong Rak
    • Journal of Korea Game Society
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    • v.15 no.2
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    • pp.145-158
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    • 2015
  • There are a lot of game regulations in Korea. Each scholar has invested a game regulation. But there is no research about all the game regulations. All regulations in government should be registered in Regulatory Reform Committee. So, this study researched the all game regulation in Regulatory Reform Committee and found the present state and character of game regulation in Korea. The registered game regulations are only 22. But actually, there are 44 regulations in game field. And according to legal context, there are over 60 regulations in game field. And a lot of game regulations focus on the game addiction and gambling. The differences of regulation would influence the policy trust and government trust. This result would contribute to reform the regulation of game in Korea.

Proposal for Social Casino Game Policy based on Responsible Game System (책임게임시스템 기반 소셜 카지노 게임 정책 제언)

  • Song, Seung-keun
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.20 no.11
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    • pp.2039-2044
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    • 2016
  • This study aims to investigate the safety instrument to prepare the policy alternative for social web-board game which will be developed to base on social network in the future although social casino game is not available in Korea now. We reviewed several literature about responsible game system applied to especially U.S. New Jersey, responsible gambling system acted in the being advanced all countries. Game experts built up user protection model as previous work to prepare the law and policy which such a responsible game system will apply for current web-board gaem and future social casino game. As a result, this research revealed that standard of judgement which can identify four kind of addiction danger user group are raised. We expect to help this user protection alternative to provide the law and policy instrument for future social casino game and complement the problem of current web-board enforcement.

A Study on the Direction of Development of Related Policies with Game-related Issue Analysis: Using Text Mining and Spline Function Analysis of Newspaper Articles (게임 관련 이슈 분석을 통한 관련 정책 발전 방향에 관한 연구: 운형함수와 텍스트마이닝 분석을 활용하여)

  • Jang, You-mi;Yoo, Han-byeol
    • The Journal of the Korea Contents Association
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    • v.22 no.3
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    • pp.513-528
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    • 2022
  • The purpose of this study is to analyze Korean game-related issues and policies to increase the effectiveness of related policies in the future and to increase the consistency of social norms of the policies. this study analyzes related issues by analyzing changes in Korean newspaper articles using spline function and text mining methods, and analyzes the contents of newspaper articles at the time of amplification of issues to present major issues and development directions. As a result of the analysis, game-related issues appeared in various topic, and there are not only support from the government and local governments but also coexisted with game-related regulations (taxation, gambling regulations, game addiction disease, and prevention of fee expansion). Despite regulations, the government presents preemptive responses to problems caused by the application of metabuses and NFTs to games, fostering game-related experts, start-up support, and supporting manpower departure as policy implications.

A Study on ways to secure personal information stability according to the implementation of the mobile phone use system for milityary personnel (군장병 휴대전화 사용제도 시행에 따른 개인정보 안정성 확보 방안 연구)

  • Hwangbo, Wongyu;Shin, Dong-Kyoo
    • Journal of Internet Computing and Services
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    • v.23 no.6
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    • pp.49-58
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    • 2022
  • As military service members are fully permitted to use mobile phones for sickness after work, it is time to minimize the direct collection of personal information from telecommunication companies when opening mobile phones to secure the safety of military service personnel's personal information. Prior to introducing the use of mobile phones by soldiers after work, the Ministry of National Defense established a security control system such as blocking the mobile phone shooting function to prevent security accidents and concerns about some adverse functions such as illegal cyber gambling, game addiction, and viewing pornography. come. Mobile telecommunications companies entrust personal information processing tasks, such as opening mobile phones, to telecommunications agencies and carry out management and supervision, such as checking the status of personal information protection measures. When a military service member opens a mobile phone, a personal information management agency is newly established using the right to portability of personal information, and a system for requesting the transmission of personal information from the military service member is proposed.

Development of the Multidimensional Scale of Addictive Behavior for Adolescents (청소년 중독행동의 다차원적 척도 개발)

  • Park, Hyun-Sook;Jung, Sun-Young
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.13 no.8
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    • pp.3597-3609
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    • 2012
  • Purpose: This study was done to develop the multidimensional scale of addictive behavior for adolescents. Methods: The process involved construction of a conceptual framework, initial items, verification of content validity, selection of secondary items, and extraction of final items. The participants were 636 adolescents in six middle schools and four high schools. Results: Seventy items were selected for the final scale, and categorized 8 factors explaining 56.5% of total variance. The factors were labeled as game addictive behavior, shopping addictive behavior, mobile phone addictive behavior, nicotine addictive behavior, television addictive behavior, gambling addictive behavior, alcohol addictive behavior, and internet addictive behavior. The scores for the scale were significantly correlated with addictive personality and self-control. Cronbach's alpha coefficient for the 70 items was .94. Scale scores identified adolescents as addictive behavior group, risk group, and average group. Conclusion: The above findings indicate that the multidimensional scale of addictive behavior for adolescents has good validity and reliability when used with adolescents. More importantly, it provides the first step toward developing a addiction prevention program. Additionally the scales provide an education or guideline, and proper physical and mental health management of youth in research and practice for the promotion of education.