• Title/Summary/Keyword: 게임이용장애 질병분류

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A Study on the International Classification of Diseases of Gaming Disorder and the Game Addiction Tax (게임이용 장애의 질병코드 등재와 게임중독세에 관한 연구)

  • Rhee, Chang Seop
    • Journal of Korea Game Society
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    • v.21 no.2
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    • pp.99-110
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    • 2021
  • WHO passed the ICD-11 amendment in 2019, which included gaming disorder, and there are confronted opinions whether this should be listed in the revision of the KCD in Korea. This study explains the consent and opposition to the listing of gaming disorder, and then investigates the effect of the listing of gaming disorder and the adoption of gaming addiction tax. The results of this study find that the listing of gaming disorder and the adoption of gaming addiction tax could negatively affect the investment value and the global national competitiveness of the Korean game industry.

Potential Effects of Gaming Disorder Classification on Gamers' Attitude and Gaming Intention (게임이용장애 질병분류가 게임이용자의 태도와 게임의향에 미치는 효과)

  • Kim, Suk Hwan;Han, Sang Hoon;Kim, Bora;Kang, Hyoung Goo
    • Asia-Pacific Journal of Business Venturing and Entrepreneurship
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    • v.15 no.4
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    • pp.277-301
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    • 2020
  • This study surveyed 503 adults to examine the effect of gaming disorder classification, recently announced by World Health Organization(WHO), when it is applied to Korean game market. Considering the difference in respondents' background knowledge on gaming disorder, half of the respondents were randomly assigned to read an informative news article describing WHO's decision and its expected effect on domestic game industry. Based on previous literature of gaming disorder, we categorized respondents into a normal-use group and a potentially problematic-use group. As a result of analyses, it was found that the gaming disorder classification would yield overall reduction of game-related consumption in terms of gaming time(24%), game cost(28%), the number of games(22%), etc. The potentially problematic group showed higher willingness to pay for gaming than the normal group did, even if the game cost presumably increases due to the gaming disorder classification. A similar outcome was observed in those with high stress levels. This implies that the policy to solve game addiction problems may ironically lead to unexpected cost increases to the target group of the policy. Hence, problematic groups, especially, highly stressful people and the people with the lack of self-control, need to be considered when the gaming disorder classification policy is established. Furthermore, the informative news article had the preventive effect on the attitude and the intention of the people with moderate or high self-control capacity, but not to the people with gaming-additive tendencies, Again, this finding confirms the necessity of the tweezers policy to refine target groups by their characteristics and prepare for differentiated policies. When the gaming disorder classification is simply adopted with no consideration of domestic circumstances, irreversible loss could affect Korean game users, game industries, and related companies. This calls for urgent cooperation between academia, government, and industry to set up appropriate measures to deal with the gaming disorder classification.

Content Analysis of News Coverage on Games after the Inclusion of Gaming Disorder in ICD-11 (WHO의 게임 이용 장애 질병 코드화 이후 언론의 게임 보도에 대한 내용 분석)

  • Lee, Sook-Jung;Youk, Eun-Hee
    • Journal of Korea Game Society
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    • v.21 no.3
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    • pp.91-106
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    • 2021
  • This study examined how news has covered games since the decision to include gaming disorder in ICD-11. Data were 694 news article on games in five major newspapers. The results indicated the following: While the proportion of reports on game industry was high, those reports were mainly straight news announcing industry status and corporate management status. Reports on game policy focused on regulations, particularly game addiction or disorder. Reports on game uses and effects showed very low rates, but they have followed the existing practices of reporting games as the cause of extreme crimes and deviant behaviors.

VR 규제의 현황과 개선 방향 - VR 콘텐츠 규제를 중심으로 -

  • Lee, Seung-Min
    • Broadcasting and Media Magazine
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    • v.24 no.3
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    • pp.100-113
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    • 2019
  • VR 기술 및 활용에 대한 다양한 연구와 장밋빛 전망에도 불구하고, 현재 우리 법 제도는 VR 산업 활성화의 걸림돌이 되는 규제들을 완전히 제거하지 못한 상태이다. 특히, 의료 및 게임 분야에서 VR 콘텐츠의 특수성을 고려한 맞춤형 규제설계가 필요하다. 먼저, 현행 규제상 의료용 VR 콘텐츠 및 소프트웨어는 의료기기 수입 제조허가와 신의료기술평가를 모두 거쳐야 하는데, 특히 신의료기술평가의 경우에는 의료용 VR 콘텐츠 및 소프트웨어에 대한 대비가 충분하지 않아 이의 활용에 상당한 장애가 될 수 있다. 그러므로 정부가 가이드라인 등 적절한 해석기준을 통해 의료기기의 범위를 불필요하게 확대하지 않도록 하고, 아울러 신의료기술평가에 있어 '선 진입, 후 평가' 제도를 활용할 수 있도록 개선이 요구된다. 다음으로, 게임의 경우에는 현행 게임산업법상 게임물의 정의가 너무 광범위하여 양방향성이 있는 VR 콘텐츠들이 게임물로 분류되어 불필요한 규제를 받을 가능성이 있으며, 여기에 더하여 최근 세계보건기구에서 '게임 이용 장애'를 국제질병분류에 포함시킴으로써 추가 규제에 대한 우려까지 더해지고 있다. 이러한 문제점을 해결하기 위해서는 법제처가 최근 발표한 "적극행정 법제 가이드라인"의 취지에 맞게 정부가 게임물 규제의 범위를 적극적으로 축소 해석하거나, 이러한 규제의 예외를 정하는 고시 또는 가이드라인을 제정할 필요가 있다. 또한, 현재 시행 중인 'ICT 규제 샌드박스' 제도를 잘 활용하고, 이와 별도로 국제질병분류의 국내 수용에 대해서도 보다 신중하게 접근할 필요가 있을 것이다.

A Study on the Effects of Daily Living Disorder and Self-Regulation Ability Disorder on Internet Game Addiction (일상생활지장과 자아조절능력지장이 인터넷게임중독에 미치는 영향에 대한 연구)

  • Ahn, Hyun-Woo;Kim, Seong-Ju
    • Journal of Korea Game Society
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    • v.20 no.1
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    • pp.107-120
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    • 2020
  • Since the revision of the ICD-11 of the WHO, the level of social discourse on internet game use disorders has been increasing. However, existing studies have mixed terms and causal relationships with game use disorder or game addiction. This study was conducted with high school students aged 16 to 18, focusing on internet game addiction. As a result of the analysis, the greater the obstacles to daily life and self-regulation, the higher the risk of falling into internet game addiction. This study has a significance in reestablishing the causal relationship of Internet game addiction.