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Social and Cultural Issues in Game Industry in the Fourth Industrial Revolution

제 4차 산업혁명 시대에서 게임 산업의 사회 및 문화적 쟁점

  • Received : 2018.01.02
  • Accepted : 2018.02.20
  • Published : 2018.02.20

Abstract

Game industry is one of the most marketable area in the age of the $4^{th}$ industrial revolution. However, game industry in Korea is restricted by social and cultural issues. This study investigates biased image of game players and sexual commercialization of game contents as obstacles of Korean game industry invigoration. We find that the biased image of game players is still existed, and the commercialization of sex is considered as disincentive to develop modern game industry. Most of the respondents reports that sexual commercialization of game contents should be regulated as a factor that would harm Korean game industry.

제 4차 산업혁명으로 일컬어지는 첨단기술 주도의 시대적 상황 속에서 게임 산업의 시장성은 지속적으로 확대되어 왔으며, 미래에 대한 전망이 밝다. 그러나 국내 게임 산업은 여전히 사회 문화적 이슈로 인하여 산업 활성화에 제약을 받고 있다. 이에 본 연구에서는 현재 국내 게임 산업이 마주하고 있는 사회 문화적 장벽수준을 파악하고자, 게임이용자에 대한 편견과 게임콘텐츠의 성 상품화에 대하여 살펴보았다. 연구결과, 응답자의 대부분이 여전히 남성 게임이용자 중심이었던 과거 게임시장의 편견에서 벗어나고 있지 못하였으며, 게임콘텐츠의 성 상품화가 게임 산업을 저해하는 요인으로서 이에 대한 규제가 필요하다고 응답하였다.

Keywords

References

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