• Title/Summary/Keyword: 폭력적인 게임

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Comprehensive Measures the Elimination of Violence in Schools validated - Centered on the fundamental countermeasures - (학교폭력 근절 종합대책에 대한 유효성 검증 - 근본대책을 중심으로 -)

  • Jung, Sung Sook
    • Convergence Security Journal
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    • v.13 no.5
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    • pp.187-196
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    • 2013
  • Recently, school violence has come to the fore as a social phenomenon. "Comprehensive countermeasures for eradication of school violence" as a policy safety are created by Safety Administration bureau and Ministry of Education, Science and Technology under the chairmanship of the Office of Prime Minister on Feb,2012. This policy is supposed to be test-operated for a year from March, 2012. but voices of concern about effectiveness have been brought up by some critics greatly. So 172 teachers in high school in Seoul were surveyed in order to examine the effectiveness of "Comprehensive countermeasures for eradication of school violence" with a questionnaire composed of 5 point Likert-type. Among the fundamental measures, there were a total of 12 countermeasures about 'Practices for personality education' (with the exception of unrelated one question). 'Expanding opportunities of various art education and Supporting reading activities' of them ranked highest on average. Then, 'Reflecting results of special feature related to character develops to the Selection of Admission officers and Self-directed learning was the next. And among the three countermeasures about 'Reinforcement of roles of the family and society', 'Pan governmental conducting annual campaign related to broadcast, press, civic group to combat school violence was highest. Finally, among the 7 countermeasures about 'Countermeasure about harmful factors of games and internet addiction', 'Reinforcement of preventive discipline about game and internet addiction' was highest and 'Development and Promotion of various educational contents for preventive discipline about game and internet addiction' was the next.

Design and Implementation of MFC based Game for Education (MFC 기반의 교육형 게임 설계 및 구현)

  • Yoon, Kyung-Seob;Lee, Hyeon-Jae
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2014.07a
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    • pp.217-219
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    • 2014
  • 최근 개발된 게임들을 보면 폭력성과 선정성, 사행성 등이 짙은 게임들이 매일 끊임없이 게임 시장에 업로드 되고 있다. 이런 게임들로 인해 게임에 대한 인식과 문화가 점점 나빠지고 있으며, 이미 게임에 대한 규제와 법적인 제재가 가해지고 있는 상황이다. 이런 문제점을 극복하고자 게임에 대한 인식을 개선하고, 좋은 게임 문화를 다시 돌려놓기 위해 교육적인 게임 개발 문화가 자리매김할 필요가 있다. 본 논문에서는 게임의 원리와 창의적 사고 능력 향상을 위한 교육의 개념을 융합한 블로커스(blokus)라는 보드 게임을 모티브로 네트워크 대전이 가능한 PC용 게임을 설계 구현 하였다.

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Video Software Dealers Association v. Arnold Schwarzenegger(2009) of the United States Court of Appeals, Ninth Circuit and its Implication to the Korean Game Law (폭력성 비디오게임에 대한 미국 연방순회항소법원판결이 한국게임법제도에 주는 시사점 : Video Software Dealers Association v. Arnold Schwarzenegger(2009))

  • Park, Min;Hwang, Seung-Heum
    • Journal of Korea Game Society
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    • v.10 no.1
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    • pp.65-78
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    • 2010
  • In Video Software Dealers Association v. Arnold Schwarzenegger, the federal 9th Circuit Court decided that a California law imposing restrictions and a labeling requirement on the sale or rental of violent video games to minors (the "Act") violated rights guaranteed by the First and Fourteenth Amendments to the United States Constitution because: (1) the state introduced insufficient evidence to support a compelling interest that video games created psychological or neurological harm, (2) the Act was not the least-restrictive alternative to negate the harm, and (3) the lower, rational basis standard applicable to commercial speech did not apply to the Act's labeling requirements because the required label did not convey factual information. On the contrary, Korean Constitutional Court decided that "Harmful Medium to Youth" and "Preliminary Rate Classification" would be constitutional. However, under the least-restrictive method rule of the U. S. Court and Korean Court, overlap application of "Harmful Medium to Youth" and "Preliminary Rate Classification" could be a problem and it would be possible that stronger regulation among these would be found as unconstitutional.

A Study on the Direction of Storytelling for the Activation of Serious Games (기능성 게임의 활성화를 위한 스토리텔링 방향 연구)

  • Lee, Jae Hong
    • Journal of Korea Game Society
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    • v.14 no.5
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    • pp.183-192
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    • 2014
  • In recent times, a trend has emerged which rejects negative elements such as violence and gambling associated with games, and emphasizes positive functions such as academic study, which is a desirable phenomenon. Serious games have great potential and unlimited boundaries in their scope, and need much study and research from various perspectives. Especially today, in enhancing the national image of Korea with "Korean games" for the next generation, creative storytelling is urgently required. In this study, I aim to investigate the functions and roles of serious games and to foresee their future direction of development. I also examine the essential elements of storytelling in games suitable for the next generation.

The Effects of Violent Internet Game Usage and Game Overindulgence on Aggressive Behavior in Elementary School-Aged Boys (초등학교 남아의 인터넷 폭력게임 사용시간과 게임과몰입정도가 공격적 행동에 미치는 영향)

  • Jung, Ji Hae;Park, Ju Hee;Lim, Yang Mi
    • Korean Journal of Child Studies
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    • v.35 no.4
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    • pp.41-59
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    • 2014
  • The purpose of this study was to examine the effects of the time spent on violent internet games and game overindulgence on aggressive behavior exhibited by elementary school-aged boys and to investigate the mediating effects of self-control on the relationship between children's game overindulgence and their aggressive behavior. The subjects of this study were 118 fourth to sixth grade boys from five elementary schools. The instruments used were the aggression subscale of the Korean-Youth Self Report (Oh, Ha, Lee, & Hong, 2001), a questionnaire of the time spent playing violent internet games developed by the authors, the Internet Game Addiction Scale for Children (Kim, Lee, Kim, Kim, & Kim, 2006) and the Self-Control Scale (Nam, 1999). The data were analyzed by means of a Structural Equation Model (SEM). The results were as follows. First, children's self-control mediated the relationship between game overindulgence and aggressive behavior. Second, the amount of time spent playing violent internet games had no effect on children's aggressive behavior.

A Case Study on the Development of a Serious Game "Happy Class" for Preventing Cyber Bullying (사이버불링 예방 기능성 게임 "해피 클래스" 개발사례 연구)

  • Yoon, Hyung-Sup
    • Journal of Korea Game Society
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    • v.20 no.2
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    • pp.45-60
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    • 2020
  • Cyber bullying is increasing these days and becoming a serious social problem that gives rise to issues such as school violence and cyber crimes. We had developed a serious game-based education program for teenagers who are familiar with computer games. After pilot test the educational effect was also found to be high. I have found the followings in this case study. Serious game is effective media for cyber bullying prevention education. Second, cooperation between content experts and game development experts is essential to develop educational games.

Effects of Game-Based Self-Advocacy Script Intervention on Children with Disabilities (인권 침해와 관련한 게임 기반 스크립트 중재가 초등 장애아동의 자기옹호 언어 및 행동에 미치는 영향)

  • Yu, Seohyun;Kwon, Jungmin
    • Journal of Korea Game Society
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    • v.15 no.3
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    • pp.161-176
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    • 2015
  • The purpose of this study was to examine the effects of a script intervention based on multimedia on the verbal and behavioral self-advocacy skill of elementary school students with disabilities. A multiple probe baseline design across subjects had been used with 4 students with intellectual disabilities. The results showed all participants showed significant increase of verbal and behavioral self-advocacy performance in asking for help, expressing one's opinions, and coping with violations, and the effects were maintained. The intervention was more effective for verbal self-advocacy than behavioral. Some suggestions for future study are discussed.

The Suggestion for the Introduction of Game Culture to Museums (뮤지엄의 게임문화 수용을 위한 제안)

  • Kim, Young-Ae
    • Journal of Korea Game Society
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    • v.13 no.4
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    • pp.47-60
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    • 2013
  • Current perception of games is divided. On the one hand, they are criticized as harmful entertainment due to their violent content and addictive nature, and on the other hand, they are evaluated positively as products of a creative industry that offers alternative, interactive entertainment. Based on the latter, this paper will reevaluate the positive element of such games in relation to the museum, the canon of historical and cultural evaluation. The analysis on game culture introduction to the museums consists of three categories: the practical application that includes educational, communicational, and promotional purposes; the approval of games as industrial assets and their extensive cultural influence; and the indirect acceptance of art works using games. A panoramic view of game culture development would promote research on the link between game culture and museums; furthermore, it would establish a basis for an introduction of game culture in academia and predict the future of the industry.

Developing a Vulgarity Filtering System for Online Games using SVM (SVM을 이용한 온라인게임 비속어 필터링 시스템)

  • Park, Kyo-Hyeon;Lee, Jee-Hyong
    • Proceedings of the Korean Information Science Society Conference
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    • 2006.10b
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    • pp.260-263
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    • 2006
  • 최근 온라인 게임 산업이 커짐에 따라 이를 즐기는 유저도 급증하고 있다. 온라인 게임에서는 일반적으로 유저들이 서로를 구분하기 위해 사용하는 사용자 이름과 상호간 의사소통을 하기 위한 채팅을 지원한다. 유저의 수가 증가함에 따라 대화의 양은 더욱 더 많아지고, 선정성, 폭력성을 띄는 언어의 문제로 이어지고 있다. 이는 특히 18세 이하도 이용가능한 게임을 만드는 경우 더욱 중요하다. 하지만 대부분의 게임들이 금지어 리스트에 따른 단어 매칭방식의 비속어 필터링만을 제공하고 있다. 이러한 방법은 금지어로 지정된 단어를 포함한 정상적인 채팅도 막을 뿐만 아니라 일부 음절을 다른 기호로 바꾸어 표기한 비속어는 걸러내지 못한다. 변형된 단어들을 충분히 처리하지 못한다면 비속어 필터링 시스템은 단지 무력하고 쓸모없는 존재가 될 뿐이다. 본 논문에서는 SVM을 이용하여 학습이 가능한 비속어 필터링 시스템을 제안하고자 한다. SVM을 이용하면 사용자 편의성을 해치지 않고서도 보다 많은 종류의 비속어들을 효과적으로 걸러낼 수 있다.

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Implementation of Educational Game to Accompany Exercising and Generating (운동과 발전을 동반하는 학습게임 설계 및 구현)

  • Lee, Kyong-Ho
    • Journal of the Korea Society of Computer and Information
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    • v.15 no.12
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    • pp.47-55
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    • 2010
  • In this paper, we implemented a serious game system for study to accompany exercising and generating to keep on computer game side effect. The implemented serious game system was divided into the game part and the athletic part. The athletic part for whole body exercising was composed of health bicycle for lower body exercise and additional apparatus for upper body exercise, that was attached to the rear side of health bicycle and several generator was attached to the power point of athletic part. The circuit board and logic program was composed to adjust the exercise strength control, to get data and to communicate with the computer. The game part was composed to promote and educational effectiveness, the whole system emphasized on amusement side while avoided violence side. We confirmed the effect of the serious game system with the fourteen fun form which Garneau insists.