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NTIS 바로가기한국게임학회 논문지 = Journal of Korea Game Society, v.19 no.5, 2019년, pp.15 - 38
김성원 (단국대학교 IT법학협동과정) , 정해상 (단국대학교 법과대학) , 이환수 (단국대학교 융합보안학과)
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 requir...
핵심어 | 질문 | 논문에서 추출한 답변 |
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우리나라는 게임산업 분야를 어떻게 나누고 있는가? | 우리나라는 게임산업을 콘텐츠 산업의 한 분야로 보고 있으며, 출판, 만화, 음악, 게임, 영화, 애니메이션, 방송, 광고, 캐릭터, 지식정보, 콘텐츠 솔루션 등 11개 분야로 나누고 있다. 2017년 콘텐츠 산업 매출액을 기준으로 게임산업은 10. | |
게임산업에 대한 우리나라의 규제정책은 어떤것이 있는가? | 게임산업이 보여주는 중요성에도 불구, 국내 게임 관련 업체의 수(약 30% 감소: 2010∼2014)와 매출(약 5,000억 원 규모 감소: 2012∼2015) 등이 급격하게 감소하는 등 위급한 상황임을 보여주며, 그 원인으로 정부의 규제정책 등이 지적되고 있다[3]. 게임산업에 대한 우리나라의 규제정책은 그 부정적 영향을 방지하기 위해 성장과 궤를 같이하여 왔는데, 대표적인 정책으로 셧다운(청소년을 대상으로 특정 시간대 <강제적 또는 선택적>의 게임물 이용을 금지: 여성가족부 및 문화체육관광부)과 쿨링오프(Cooling-Off, 2시간 이상 게임물 이용 시, 접속 강제 차단 및 10분 휴식: 교육부) 제도 등을 들 수 있을 것이다[4]. 그러나 위 제도처럼 게임물 이용자의 행위 자체를 제한하는 방식과 달리, 게임물 등급분류제도는 연령에 따라 아동·청소년 등의 게임물 접근을 통제하려는 방식이다. | |
게임물 등급분류제도의 목적은 무엇인가? | 17. 개정, 제2조), 「게임산업법」에 규정한 이용자의 나이에 따른 정서발달을 고려하여 게임물을 제공함으로써 청소년을 보호 및 일반의 이용에 적합한 정보를 제공하여 개인 취향에 적합한 게임물을 선택하는 등 문화생활의 증진을 목적으로 마련되었다[14]. |
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