• Title/Summary/Keyword: Internet Gambling

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Limitations and Challenges of Game Regulatory Law and Policy in Korea (현행 게임규제정책의 한계와 과제 : 합리적인 규제를 위한 고려사항)

  • Kwon, Hun-Yeong
    • Journal of Information Technology Services
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    • v.13 no.3
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    • pp.149-164
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    • 2014
  • The laws and policies governing Korea's game regulations are becoming more and more topics for debate as we enter the Age of Internet. The nature of the basis for Internet regulations and policies are not rooted in freedom of speech or fundamental values of democracy, but rather focused on solving real-world problems such as protection of the youth. Furthermore, the reality is that regulatory devices for keeping the social order such as regulating gambling are being applied directly to games without consideration on the characteristics of Internet gaming, raising concerns that the expansion of constitutional values and innovative empowerment inherent to the Internet are being weakened. The Geun-Hye Park Administration which succeeded Myung-Bak Lee's Administration, even went so far as to implement the so-called "Shutdown Policy", which prohibits access to Internet games during pre-defined time zones and also instigated a time zone selection rule. In order to curb the gambling nature of Internet games, government-led policies such as the mandatory personal identification and prohibition of player selection or in other words mandatory random player selection are being implemented. These institutions can inhibit freedom of speech, which is the basis of democracy, violate the right of equality through unreasonable discrimination between domestic and foreign service providers, and infringe upon the principles of administrative law, such as laws, due process in policies, and balance in among policies and governmental bodies. Going forward, if Korea's Internet game regulations and polices is to develop in a rational manner, regulatory frameworks will need to be designed to protect the nature of the Internet and its innovative values that enable the realization of constitutional values; for example, the Internet acting as the "catalytic media for freedom of expression as a fundamental human right ", which has already been acknowledged by the Korea's Constitutional Court. At the same time, transparent procedures should be put into place that will allow diverse participation of stakeholders including game service providers, game users, the youth and parents in the legislation and enforcement process of regulatory institutions; policies will also need to be transformed to enable not only regulatory laws but also self-regulation system to be established. And in this process, scientific and empirical analysis on the expected effects before introducing regulations and the results of enforcing regulations after being introduced will need to be strengthened.

Analysis of trends in domestic research on addiction using text mining and CONCOR (텍스트마이닝과 CONCOR을 활용한 중독 관련 국내 연구 동향 분석)

  • Sol-Ji Lee;Ki-Hyok Youn
    • Journal of Internet of Things and Convergence
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    • v.9 no.6
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    • pp.99-110
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    • 2023
  • This study analyzed 817 articles published in Korean professional journals over the past three years, from 2020 to 2022, using text mining techniques to identify trends in addiction research in Korea and explore development directions. The analysis results are as follows. First, as a result of the analysis of the top keywords, online addiction studies such as smartphones, games, Internet, gambling, and relationship addiction were prominent as the top keywords. Second, as a result of TF-IDF analysis, many addiction studies related to behavioral addiction such as smartphones, games, the Internet, and work addiction have been conducted over the past three years, and in particular, there are many studies on addiction problems such as smartphones, games, and the Internet that have not yet been clinically diagnosed as addiction problems. This is the same as the result of word frequency analysis, and it can be interpreted that recent studies have been remarkably conducted on more diverse addiction problems. Third, the 2-gram analysis shows that words that mainly correspond to behavioral addiction, such as smartphones, games, and the Internet, appear side by side with the keyword addiction, and among them, words paired with smartphones are mentioned a lot in research papers and are being studied. Fourth, as a result of the CONCOR analysis, there were five clusters: a study on universal addiction issues such as alcohol use disorders and the Internet, a study of recovery on drug and gambling addiction, a study on mobile devices and media addiction, a study on the latest trends related to behavioral addiction, and other addiction issues. Finally, based on the results of this study, a direction for future addiction-related research was suggested.

Pattern Analysis and Performance Comparison of Lottery Winning Numbers

  • Jung, Yong Gyu;Han, Soo Ji;kim, Jae Hee
    • International Journal of Internet, Broadcasting and Communication
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    • v.6 no.1
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    • pp.16-22
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    • 2014
  • Clustering methods such as k-means and EM are the group of classification and pattern recognition, which are used in management science and literature search widely. In this paper, k-means and EM algorithm are compared the performance using by Weka. The winning Lottery numbers of 567 cases are experimented for our study and presentation. Processing speed of the k-means algorithm is superior to the EM algorithm, which is about 0.08 seconds faster than the other. As the result it is summerized that EM algorithm is better than K-means algorithm with comparison of accuracy, precision and recall. While K-means is known to be sensitive to the distribution of data, EM algorithm is probability sensitive for clustering.

Comics with Drama: New Communication in Wedia

  • Hu, Jia-Wen;Tsang, Seng-Su
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.9 no.10
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    • pp.4143-4159
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    • 2015
  • We-the-media (aka wedia) is a concept where the users of social networking sites, such as Facebook, turn into the broadcasters. This study used the popular application Bitstrips as the experiment tool. Facebook was used as the Wedia platform for publishing designed comics, then used the three elements of Goffman's dramaturgy model-role, scene and dialog-to analyze 265 comics created by 3 researchers and observe the audience's responses within 9 months. The results showed that people want to see a good story with positive dialogue, and prefer scene is school more than work. As all these elements are controllable, Wedia communication has the potential for more applications. We also found that including the elements of news, gambling and gift-giving tended to trigger greater response. Furthermore, We suggesting that such embedding of product information in web episodes (webisodes) with caricature could be a successful marketing strategy.

The Software Architecture of A Secure and Efficient Group Key Agreement Protocol

  • Lopez-Benitez, Noe
    • Journal of Convergence Society for SMB
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    • v.4 no.3
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    • pp.21-25
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    • 2014
  • Group communications are becoming popular in Internet applications such as video conferences, on-line chatting programs, games, and gambling. Secure and efficient group communication is needed for message integration, confidentiality, and system usability. However, the conventional group key agreement protocols are too much focused on minimizing the computational overhead by concentrating on generating the common group key efficiently for secure communication. As a result, the common group key is generated efficiently but a failure in authentication allows adversaries to obtain valuable information during the group communication. After achieving the secure group communication, the secure group communication should generate the group key efficiently and distribute it to group members securely, so the balance of security and system usage must be considered at the same time. Therefore, this research proposes the software architecture model of a secure and efficient group communication that will be imbedded into networking applications.

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Efficient and Secure Group Key Generation Protocol for Small and Medium Business

  • Jung, Hyun Soo
    • Journal of Convergence Society for SMB
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    • v.4 no.4
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    • pp.19-23
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    • 2014
  • Group communication is becoming increasingly popular in Internet applications such as videoconferences, online chatting programs, games, and gambling. For secure communications, the integrity of messages, member authentication, and confidentiality must be provided among group members. To maintain message integrity, all group members use the Group Key (GK) for encrypting and decrypting messages while providing enough security to protect against passive attacks. Tree-based Group Diffie-Hellman (TGDH) is an efficient group key agreement protocol to generate the GK. TGDH assumes all members have an equal computing power. One of the characteristics of distributed computing and grid environments is heterogeneity; the member can be at a workstation, a laptop or even a mobile computer. Member reordering in the TDGH protocol could potentially lead to an improved protocol; such reordering should capture the heterogeneity of the network as well as latency. This research investigates dynamic reordering mechanisms to consider not only the overhead involved but also the scalability of the proposed protocol.

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Effects of Cyberloafing on Cybersecurity Risks of Organizations: The Case of a Financial Institute (사이버로핑이 조직의 정보보호 리스크에 미치는 영향)

  • Hyunwoo Oh;Beomsoo Kim;Jaeyoung Park
    • Journal of the Korea Institute of Information Security & Cryptology
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    • v.33 no.5
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    • pp.813-826
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    • 2023
  • Organization members often use the Internet for non-work purposes during work hours, which is called cyberloafing. Certain types of cyberloafing (e.g., webhard, adult, and gambling sites access) can be a major cause of malware infection, which can ultimately generate significant damages to organizations. It therefore is important to examine the relationship between cyberloafing and cybersecurity risks of organizations. We analyzed log data from an internet filtering system of a financial institute and found that the more employees access to blacklist sites, the higher the possibility of malicious code infection. In other words, cyberloafing increases cybersecurity risks of organizations. We suggest that organizations need to monitor and control their members' internet use in an appropriate way.

The study of application mobile communication technology to horse racing industry and operation achievements on this technology (모바일 통신기술의 경마베팅 적용판단 및 운영에 관한 사례 연구)

  • Park, Chan-Uk;Choi, Heung-Sik
    • The Journal of Society for e-Business Studies
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    • v.10 no.3
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    • pp.159-177
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    • 2005
  • The development of mobile communication technology has brought big changes in all the industry. By applying this technology to horse racing betting system, the technological possibility and the operational achievements could be finally measured. To judge the possibility that this technology can be applicable to horse racing industry, We decide to divide the horse racing course into two side(the inside and outside). And then for the inside of the racecourse, the wireless data technology is chosen and also for the outside of the racecourse, the wireless internet technology is opted. The application of mobile communication technology to horse racing betting is proceeded by the strategic cooperation among betting enterprise , communication enterprise and information supply enterprise. Betting by using mobile instruments in horse racing makes the records of the turnover and the new customer bigger and bigger. Therefore the gambling section can be also new model in the mobile business.

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Effects of online game addiction on impulsive crime through Self-control (온라인 게임 중독 특성이 자아통제를 통해 충동성 범죄에 미치는 영향)

  • Lee, Jiyeop;Kwon, Dosoon
    • Journal of Korea Society of Digital Industry and Information Management
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    • v.13 no.1
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    • pp.135-145
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    • 2017
  • Distribution of online media sharply accelerated in the modern society, leading to robust increase in the time where individuals spend their leisure time on the Internet. One of the most popular entertainments among this is the video game industry, which gradually came to possess the characteristics like violence, cruelty, gambling, and sexuality, in order to gain attention. This study aims to investigate the addiction characteristics of users of domestic online games and to verify the causal relationship of these factors on the factors that affect impulsive crimes through Self-control. For practical verification of this study, survey was conducted for students of W High School in Incheon. This study is meaningful in that it prepared a theoretical foundation in the process of inferring criminal intent for impulsive crimes based on the effects of online games on impulsiveness, aggression, and addiction. It is also significant in that it presented a new mechanism that ego control, which occurred in the process of presenting a new variable of negative effect of online game on the criminal intent of impulsive crime, affects impulsive crime.

Research Trends in Study for the Game Addiction (게임중독에 대한 연구동향 -Pubmed를 중심으로-)

  • Jang, Young-Ju;Choe, Gang-Uk;Jung, In-Chul;Lee, Sang-Yong
    • Journal of Haehwa Medicine
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    • v.16 no.2
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    • pp.295-302
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    • 2007
  • Objectives : To help Oriental medicine clinical studies for the game addiction treatment, this study analyzed the tendency of research into game addiction recently published in PubMed Methods : This study analyzed 13 research papers on game addictionpublished in PubMed over the past 3 years. It measured annually and for each country the number of papers published, the number of subject, the period of research, the method of study, the objective of study, and intervision, respectively and intervision, and the result of study overall Results : There were research papers concerning internet & online game, computer game, gambling, video game. The subject of study were adolescents, high school students, children, young adult. there are many reaearch papers on negative results of games. there are research papers of the mechanism or factors of game addiction. Conclusions : Recent research subject of game addiction were mostly the defect of game.

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