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        유효충 공주대학교 대학원 2012 국내석사

        RANK : 248687

        随着互联网技术在中国的迅速扩张,中国的网民数量也急剧上升,中国互联网中心(CNNIC)发布的报告显示:“截止2010年6月底,中国的上网用户总数已达到4.2亿,较2009年底增加了3600万;互联网普及率攀升至31.8%,较2009年底提高2.9%”。很多人都认为互联网最吸引人的地方就是非实名制,署名可以为所欲为,也正因非实名制导致了现如今中国互联网的混乱无序,出现了诸多网络社会问题,这些问题在网络游戏、网络交友方面体现的尤为明显,青少年成为其中的受害者,为我们敲响了警钟。 2005年底中国青少年网络协会发布的我国首个有关青少年网瘾问题的调查报告《中国青少年网瘾数据报告(2005)》显示,全国青少年网瘾比例 为13.2%,且网瘾群体偏重于网络游戏。为此,广电总局曾颁发文件,停止了各电视台播放的网络游戏类节目,之后文化部也正式启动了网络游戏的整顿工作,2005年8月,文化部和信息产业部曾联合下发了《关于网络游戏发展和管理的若干意见》,2006 年 《网络游戏实名制方案》正式出台。 实施网络游戏实名认证有以下几方面好处:一是能够防止未成年人过度游戏,养成健康游戏习惯,保护身心健康的发展;二是保护未成年人的合法权益,帮助法定监护人了解其监护对象是否参与网络游戏以及其游戏时间;三是有利于净化网络环境,创造稳定平和,健康有序的公共网络秩序,在实名制下人人都有一个真实的身份记录。玩家要对自己的言论和行为负责;四是有利于抑制网络游戏中的犯罪现象,网络实名如同人们的身份证,可以表明一个人在社会中的唯一性,使网民在享受言论自由等权利的同时也要对自己滥用自由的行为负责。 中国虽然从2006年开始推行网络实名认证,但现有的技术手段漏洞还是很大,存在着诸多问题,仍需不断的改进和完善。韩国的网络游戏实名认证很值得借鉴,韩国是率先推行网络实名认证的国家之一,从2002年开始韩国开始实施网络实名认证,现如今韩国在网络实名认证上取得了巨大成果,成功的预防了很多网络犯罪,有效的制止了青少年网瘾,预防了未成年人网络沉迷等问题,在网络游戏实名认证这方面更是积累了大量的经验;日本也是世界上网络发展较早的国家之一,在网络游戏实名认证方面也有很多值得借鉴的地方。 本论文是通过比较分析韩国、中国和日本的网络游戏实名认证系统实施情况,得出了在中国实施网络游戏实名认证是必须的,结合中国国情并借鉴韩国的成功经验,走一条符合中国国情的网络游戏实名认证之路。 In China, with the internet technology rapid expansion, the number of Chinese netizens is rising rapidly. The China Internet Network Information Center (CNNIC) released report shows: “in the end of June, 2010, the total number of Chinese internet users has reached 420 million, it increase 3.6 million compared with the end of 2009. The internet network popularity rate is 31.8% and increase 2.9% compared with the end of 2009.” Most of the people think that the most attractive point of internet is no real name system, Nobody can know the signature is true or not. Because of the no real name system, it appears a lot of social problem in China. These problems particularly reflect in the internet network game and internet friends making. The young people become the victims. It gives us a wake –up call. At the end of 2005, the China Youth Network Association released the report about China adolescent internet network addiction problem. <<China Youth Network addiction data report (2005)>> showed that the adolescent internet addiction rate was 13.2%, the group is focused on the network game addiction. Therefore, the State Administration of Radio Film and Television issued documents to stop the television network game show; the Ministry of Culture also launched the reorganization work about network game. In August of 2005, the Ministry of Culture and the Ministry of Information Industry issued jointly <<About network game development and management >>. In 2006, the << network game real name plan>> introduced formally. The implementation of network game real-name authentication has the following benefits: Firstly, it can prevent young person from excessive game and develop healthy game habits to protect the physical and mental health development. Secondly, it can protect the legitimate rights of minors and help the legal guardian to learn the minors’ situation about playing the network game. Thirdly, it is good for purify network environment and create a stable 、peaceful and healthy public network order. Under the real-name system, everyone has a real identity records, the game player should responsible for their speech and actions. Fourth, it can be conducive to curb crime phenomena in network game; network real-name system likes ID card, it can show a unique person in society. So that the users can enjoy the freedom of speech rights, at the same time they must be responsible for their free behavior. Although the Chinese government begun to implement network real-name authentication from 2006, the technology still exist many problem and need to be improved and perfected. South Korea is one of the earliest countries to implement network real –name authentication, it is worth to draw lessons from South Korea experience. At the beginning of 2002, South Korea begun to carry out the network real-name authentication, it has made great achievements. It has a certain degree to prevent the network crime and minor network addiction problem. The Japan is also one of the earliest countries to develop the internet network, so there are some useful experiences in network game real-name authentication. The paper will analyze and compare with the South Korea, China and Japan network real-name system implementation situation, the conclusion is that China must keep implementing network real-name system. The system is suitable for China and not only copies the others. It can learn from South Korea and Japan successful experiences and combine with China’s national conditions.

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