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학술저널

A Study on Game Rating in KOREA for Juvenile Addiction and CRIME Prevention

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The purpose of this study is to analyze present condition and problem of game rating system in Korea. Consequently this study will offer effective ways to review rating and to reduce on-line crime. As the technology of game consoles advances and the age brackets of game consumers expand, computer and video games have been diversified both in content and expressions. Given this phenomenon, social requirements have intensified, and a typical requirement is related to the influence that the content of a game may have on young people. In reality, increase of on-line game user caused various social problem. In addition, item-related crime of on-line has been increased lately because of growing on line market. In connection with this situation, the academic world has been interested in the game rating system to control social problems of online-games effectively. To fulfill those social need, the Game Rating and Administration Committee was established in December, 2013 under The Game Industry Promotion Act(abbreviated as Games Act) as a public organization for fostering the sound game culture and developing the game industry in Korea. In rating games or entertainment software pursuant to Article 21 of the Games Act, the Game Ratings Board shall ensure the ethical and public nature of games, protect children and youth, and respect the creativity and autonomy of the games. Games provided under Article 2 subparagraph 1 of the Games Act shall be reviewed by the Board when they are produced for sale or provision for use. Korean game rating system is the advanced system to control social problems of online-games effectively. But reform measures have to be asked to solve the performance problems. We suggest the followings. First, to pass on information to game rating, the introduction of various cooperation strengthening method like ESRB is required, and all this depends on the growth of partnership. Second, it is required content descriptor regulations to prevent the game addiction of users. Addiction criteria for games shall be by internet game addiction diagnostic scale. Third, The Game Act will need to be updated to reflect recent changes in Korean game culture similar to the CERO in Japan. Finally, rating system in Korea is not considering Interactive Elements. And with the introduction of Interactive Elements, game users will have greater information of on-line games.

Abstract

1. Introduction

2. Game Rating in Korea

3. Conclusion

4. References

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