• Title/Summary/Keyword: the Game Industry Promotion Act

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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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VR Theme Park Regulatory Improvement Plan (VR 테마파크 규제개선방안)

  • Song, Seung-Keun
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.22 no.12
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    • pp.1653-1658
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    • 2018
  • This study aims to analyze the cases of VR space to improve the regulations. The space is divided according to the multi-use business act when the VR simulator and the VR game are simultaneously installed in a single space. It is necessary to amend the rules of the Tourism Promotion Act so that it can operate at a certain area of the youth game room subject to the Game Industry Law. Amendments that do not compartmentalize a space partition in the Multi-use Business Act should be carried out simultaneously. This is safer alternative by collective management rather than by the safety applied within a limited space by eliminating the compartment by industry. This is a legal amendment that allows VR simulator and VR game to be operated in the same space even in small sized amusement facilities such as other amusement facilities. This regulatory improvement plan is expected to help the activation of small sized VR theme parks.

Legal Issues and Improvements surrounding the Arcade Game (아케이드게임을 둘러싼 법적문제와 개선방안)

  • Noh, Jae-Chul;Ko, Zoon-ki
    • The Journal of the Korea Contents Association
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    • v.16 no.3
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    • pp.415-425
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    • 2016
  • Game industry is certain to change rapidly as its attribute. Therefore, It's not easy that the law response to reflect the technological change of game industry properly, and a new legal issue that is difficult to cover with the existing law. Recently, Court battle or cases about games are socially receiving attention. Nevertheless, Research accumulation about the legal action to response this is rare situation. The legal system that is related games mostly approach in the regulation and punishment of one-sided administration so far. Relatively, Approach from the game industry development and promotion act standpoint is low. Shrinking rapidly the current game industry is not an irrelevance to this. So It is necessary to reconstruct rationally in side that embrace with variety of views of members of the society and interests about current game-related laws, systems and regulation instruments. Access to how will develop competitiveness of the game industry in legal aspects and how will promote the balanced development between game industries are needed. The problems that needs to handle in legal aspect such as game development, game distribution, and game usage which in the part of the game industry are getting more and more in the future. Therefore, there is a need to review consistently in the legal aspect for the game industry promotion.

Regulation System of Amusement Place Business : The Quickening Period of the Game Legislation (유기장업 관리체제 : 게임법제의 태동기 연구)

  • Hwang, Seung-Heum
    • Journal of Korea Game Society
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    • v.9 no.1
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    • pp.43-54
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    • 2009
  • This paper is written for analyzing the history of the Korean game legislation system. The regulation system of amusement place business that is discussed in this paper was started at the Enforcement Rule of the Amusement Place Act of 1973. It was maintained till 1999 and comes under the quickening period of the current game legislation. The legal regulation of this times was accomplished through the Amusement Place Act, the Amusement Place Business Act and the Public Health Act. The amusement place business was differentiated into the athletics facility business, the amusement facility business and the game proffer business of current legislations. The game proffer business succeeds to the kernel of the regulation system of amusement place business. Therefore, The basis of the current game legislation was constituted in the times of the regulation system of amusement place business. Two cores of the regulation system of amusement place business, (1) the separation of the amusement instrument and the speculation, (2) the regulation of a place of business, are still the important issues of the current game legislation.

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Evaluation of Amendments to the Act on Promotion of e-Sports (Electronic Sports) (「이스포츠(전자스포츠) 진흥에 관한 법률」 개정안 평가 및 개선 방안 제언)

  • Rhee, Jin-Woo;Kim, Ho-Chul
    • Journal of Korea Game Society
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    • v.21 no.4
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    • pp.13-24
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    • 2021
  • Recently, amendments to the e-Sports Act have been proposed in the Korea National Assembly. To evaluate the amendments, this study provided five factors of the e-sports industry: the high accessibility, the instability of the game, the difficulty of professional e-sports players, the fierce competition, and the lack of government policy. Based on these factors, this study suggested improvement in which the e-Sports Act should proceed for professional e-sports players, e-sports teams, and e-sports establishments.

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.

Regulatory Reform Solution of VR Contents Industry based on Simulator (시뮬레이터 기반 VR 콘텐츠 산업의 규제 혁신 방안)

  • Song, Seung-Keun
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.21 no.11
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    • pp.2083-2088
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    • 2017
  • This study aims to explore the problems of the VR content industry, which is the core of the newly emerging fourth industrial revolution and convergence new industry, and to find alternatives to solve them. Through in-depth interviews with experts, we collected elements that impeded the development of VR content industry. As a result, the simplification of the VR simulator's content changes, the regulation of the VR simulator was newly established within the Game Industry Act, and the diversification of the input amount were the reasons. Simplification of deliberation provides the basis for new platform business. The new law is to reflect the characteristics of VR content properly and to avoid unnecessary regulation by existing laws. The adoption of various input methods is intended to actively expand the market for new industries. This study is expected to contribute the safe ecosystem by reviewing the factors that impede the development of the new industry as suggesting alternatives.

A Study on Improvement Way of Game Rating System (게임물 등급분류제도의 개선방안에 관한 연구)

  • Kim, Sung-Won;Jung, Hae-Sang;Lee, Hwansoo
    • Journal of Korea Game Society
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    • v.19 no.5
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    • pp.15-38
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    • 2019
  • The game rating system of Korea has many issues in terms of 'censorship' and 'ambiguity', and has been pointed out as a factor that hinders industrial development. Although the Ministry of Culture, Sports and Tourism and other related organizations have made various efforts, it still seems to require more academic discussion. Therefore, in this study, the limitations of game rating system are reviewed, and the systems of foreign countries are analyzed to suggest the improvement direction.

A Global Comparative Study on the Game Rating System (게임물 등급분류제도의 국제 비교 연구)

  • Kim, Sung-Won;Lee, Hwan-Soo;Jung, Hae-Sang
    • Journal of Digital Convergence
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    • v.17 no.12
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    • pp.91-108
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    • 2019
  • Game have become a universal leisure culture for the world. However, not only did the development of the game industry have a positive impact on society, but it also brought about various social problems, such as adversely affecting youth and encouraging criminal acts. In order to minimize these effects, countries around the world operate a game rating system to provide games suitable for age and social values from children and young people to the general public. Since games are new digital content, the limitations of the rating system are still discussed in many studies. Therefore, this study investigates the current status of global game regulation by investigating game rating systems of various countries including Korea. In addition, by comparing and analyzing the game rating system in Korea and the system of other countries, this study suggests a direction to improve our system more appropriately. The results of this study will contribute to securing the effectiveness and standardization of domestic game classification system.

VR Theme Park Activation Issues (VR 테마파크 활성화 이슈)

  • Song, Seung-Keun
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2018.10a
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    • pp.122-123
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    • 2018
  • The purpose of this study is to investigate the problem of installing VR theme park in Korea and to find a solution for it. VR is expected to play a leading role in the fourth industrial revolution as a new industry, but it is a reality that it is hard to feel its value in actual field. This is a reality that can not move one step further because it is trapped in the existing legal network rather than the essence of VR because it sees VR from the existing law frame. Because VR is regarded as an amusement device in the amusement facility and is regarded as a game, the former is applied to the Tourism Promotion Law and the latter is applied to the game industry law. When one content and hardware are applied to both laws at the same time and other regulations are applied to it, it is practically impossible to operate VR properly. In order to solve this problem, it is necessary to revise each law little by little in each law and amend the law that can apply VR itself. This study is expected to contribute to the revitalization of VR industry by presenting the ultimate problems and solutions in creating VR theme parks in Korea.

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