• Title/Summary/Keyword: 영상물 등급 제도

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A Study on the Selection Criteria of Media for the Textbook: Based on the Review of domestic and foreign Media Rating Systems (교과용도서 내 영상물 선정 기준 연구: 국내외 영상물 등급 제도를 중심으로)

  • Park, Yoo-shin;Rhee, Gyu-jeong;Sohn, Ji-hyun
    • Cartoon and Animation Studies
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    • s.47
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    • pp.295-333
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    • 2017
  • This study is a basic study to prepare policies related to selecting media to be included in textbooks. Researchers looked at previous studies focusing on how media affect children's and adolescent's emotions according to their developmental stages. Researchers also wanted to identify how the media is related to student emotions, health, and educational effectiveness. The researchers then examined a wide range of domestic media review and rating criteria, and argued that it is necessary to institutionalize the rating system of media at national level policy level. Based on the previous discussion, the researchers made seven suggestions. First, it is necessary to specify media selection criteria in the guidelines for issuing textbooks at the national level. Second, guidelines are needed to help review the political neutrality and human rights aspects of the media for inclusion in textbooks. Third, media selection guidelines in textbooks should be detailed with reference to categories and age based criteria of domestic and foreign media rating system. Fourth, the media rating system should be applied flexibly if there is a clear educational purpose. Fifth, institutional support is needed for setting guidelines for media collection of textbooks. Sixth, media experts should participate in the whole process of textbook development. Seventh, educational programs should be implemented to support teachers to use self directed learning by using educational media in classroom instruction.

CONTENT PRISM / 영등위, 또다시 일방통행 게임업계‘이번엔 못 참아’

  • Sin, Seung-Cheol
    • Digital Contents
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    • no.12 s.127
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    • pp.106-109
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    • 2003
  • 영상물의 연령등급을 심의하는 영상물등급위원회(영등위)에 온라인게임이 연신 두들겨 맞고 있다. 관련업계는‘중세 마녀 재판이 재현되고 있다’고 강하게 비판하고 있고, 영등위는‘청소년보호’를 대의명분으로 내세우며 눈도 깜짝 안하고 있다. 대표적인‘메이드 인 코리아’상품으로 우뚝서야 할 때 빨간불이 켜진 것이다. 영등위 파문과 관련된 양측의 의견을 들어 보고, 온라인게임 등급분류제도의 문제점은 없는지 짚어봤다.

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A Study of voluntary deliberation agency for resolving problems in film censorship (영화 심의 문제 해결을 위한 민간 자율 심의 기구의 필요성 모색)

  • Suh, Dae-Jeong
    • Journal of Digital Convergence
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    • v.12 no.12
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    • pp.537-544
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    • 2014
  • The film has far-reaching power than any other media. For this reason, a censorship has existed in some way but censorship is like a double-edged sword. If KMRB stood in front of a desire to preserve the morals of society and youth protection, creativity of artists must be shaken. On the contrary if free will is emphasized, social chaos will be increase. Thus most countries made various censorship systems in order to overcome this contradiction. In recent years, mainly on the issue of censorship and the rating is a tendency to transfer to the voluntary deliberation agency. However, this issue is still dealing with this problem at KMRB in Korea. Then KMRB mistakes itself as the guardian of situation ethics and morality. Recently various problems appeared in the film rating system. KMRB should be devolved on the voluntary deliberation agency in order to solve the problem. therefore this study The study will be to review the need for voluntary veliberation agency.

An Empirical Analysis of the Regulation Effects on Webboard Games using VECM (벡터오차수정모형을 활용한 웹보드게임 규제영향에 대한 탐색적 연구)

  • Yoo, Byungjoon;Jeon, Seongmin
    • Asia-Pacific Journal of Business Venturing and Entrepreneurship
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    • v.9 no.6
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    • pp.109-115
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    • 2014
  • Sales of online games companies that began from the small and medium-sized ventures, have grown to billions or hundreds of million dollars to target the global market. The issues related with industrial policies and regulations for game industry gain attentions. In particular, the Korean government has strengthened the relevant regulations of the webboard game service across many departments within the government such as Media Rating Commission, Game Products Administrative Committee, Ministry of Culture, Tourism and Sports, and Ministry of Female and Family. In this study, we analyze the effects of government regulation on webboard games using a VECM(Vector Error Correction Model). We have acquired the Gametrix time-series data during a year since July 2013. Having the co-integration estimated in the analysis process, we attempt to identify the long-term equilibrium relationship within webboard game industry and predict use time in near future. The results show that the use time has decreased to a third to a fourth comparing to the initial value at the beginning point in 2013. Two representative webboard games are exposed to the significant risks to have less or no use time. Additionally, we discuss the issues of the overall game industry influenced by the changes of webboard games.

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