RISS 학술연구정보서비스

검색
다국어 입력

http://chineseinput.net/에서 pinyin(병음)방식으로 중국어를 변환할 수 있습니다.

변환된 중국어를 복사하여 사용하시면 됩니다.

예시)
  • 中文 을 입력하시려면 zhongwen을 입력하시고 space를누르시면됩니다.
  • 北京 을 입력하시려면 beijing을 입력하시고 space를 누르시면 됩니다.
닫기
    인기검색어 순위 펼치기

    RISS 인기검색어

      검색결과 좁혀 보기

      선택해제
      • 좁혀본 항목 보기순서

        • 원문유무
        • 음성지원유무
        • 원문제공처
          펼치기
        • 등재정보
        • 학술지명
          펼치기
        • 주제분류
          펼치기
        • 발행연도
          펼치기
        • 작성언어

      오늘 본 자료

      • 오늘 본 자료가 없습니다.
      더보기
      • 무료
      • 기관 내 무료
      • 유료
      • KCI등재

        온라인게임 아이템의 형사법적 취급

        정정원 ( Won Jeong Jeong ) 한양대학교 법학연구소 2012 법학논총 Vol.29 No.4

        A computer was supplied universally, and the our society artificial space scope formed through the Internet was caught a seat to the central part another since wide construction of Internet infrastructure was performed. To indebted to developments technical information communication, on-line games of various forms started, and user who enjoyed all kinds of games through the Internet increased the canal which was exorbitant compare with pasts. Providing available various material item in games so that all kinds of on-line game lets they see the crab, and users enjoy interestedly. There is necessity to discuss about doing whether or not there is all kinds of on-line game items to treat, character of these item to take the actuality that dealt in cash, and a lot of problems are occurring in regarding its bilateral through a lot of intermediation sites on the Internet or a game user into consideration how in the criminal law. The thing on-line game item that reviewed on the criminal code of concept of on-line game item and an item at this paper whether or not there was about property anger recognition can draw into its side with profit on property on criminal code. However, there is judge it to things without configuration requirements intention of the crime of gambling in a case without recognition regarding property anger of on-line game item to users of a game. It is correspond to degree ‘of a recreation of temporary’ which is illegality piece thought of the crime of gambling, and these acts shall see it even if it makes if a user recognizes property anger of an item. Also a crime formation of gambling opening guilt is denied, and it will do as it cannot admit intention of gambling opening and profit-making purpose to a provide such web board game. A game is degenerated like as if on-line gambling, and a social enemy even is a large issue, because of the cashability of an item in case of made web board game as it copy gambling. There is necessity to get an early plan to solve about the problem that web board game has a speculative tendency, and is degenerated like as if gambling promptly. It may go forward to a step having done to this solution in question if effort to prevent deterioration toward gambling of a relevant game of effort of policy plan preparations etc. of organization concerned and web board game service provider is added.

      • 모바일 온라인 게임 서버의 설계 및 구현

        우성희 忠州大學校 2007 한국교통대학교 논문집 Vol.42 No.-

        On-line game booms recently. Although On-line game based on PC leads the market, People who are enjoying the on-line game by wireless terminal is increasing gradually. The present, the serviced mobile game is mainly standalone game. The existing implemented mobile game contents couldn't implement mobile on-line game by technical problem of the implement process. This study designed and implemented mobile on-line game server by mobile network. The proposed method enables server technique implemented by only on-line to be used in development of mobile on-line contents.

      • KCI등재후보

        온라인 캐주얼 게임사이트 평가모델의 개발에 관한 연구

        최용석(Yong-seok Choi),권혁인(Hyeog-in Kwon) 한국인터넷전자상거래학회 2007 인터넷전자상거래연구 Vol.7 No.4

        Recently the rapid growth of on-line game industry is in the limelight as next generation industry with whole industry influencable. But the dark side of quantitative growth of game industry has a problem that service quality control for customers doesn't get realized. So this industry doesn't build up the foundation of the sustainable growth. In this situation, on-line game industry can grow by revisiting and using game continuously through continuous customer satisfaction. The existing study were game of developmental view or general web-site estimation model. But this research studies and conducts an more effective setting plan of estimation model by showing estimation model of on-line game under the reality of on-line game industry. Especially this study tries developing comprehensive model of people in all age with considering casual on-line game that uses the bulk of age in on-line game fields. In other words, this research tries offering game company chances that can give special services in on-line game industry by showing estimation model for web-site that classifies into casual one of on-line games and studying factor of web-site quality on users' characteristic.

      • KCI등재

        온라인 스포츠게임 경험, 팀 동일시, 소비행동간의 관계

        박철완(Park, Cheol Wan),한진욱(Han, Jin-Wook),유정석(Yoo, Jung-Seck) 한국체육과학회 2014 한국체육과학회지 Vol.23 No.1

        The purpose of this study was to examine the relationships among on-line sport game experience, team identification, and on-line sport game consumption behaviors from on-line baseball game users. Toward this end, a total of 320 on-line baseball game users in Seoul was selected using a convenient sampling method. 300 usable questionnaires were returned to the researchers. Data analyses were conducted in terms of frequency analysis, exploratory factor analysis, reliability test, correlation analysis, descriptive analysis, and multiple regression analyses with PASW18.0. The results of this study indicated that (1) all the three sub-dimensions of on-line sport game experience including degree of usage, gratifications of usage, and sense of presence had significant effects on team identification, and (2) team identification within on-line baseball game had a significant impact on on-line sport game consumption behavior. Additional implications and directions for future research were discussed.

      • KCI등재

        온라인 게임 과몰입 환자의 공격성에 영향을 미치는 요인 : 행동억제 체계와 공존질환

        박정하,이영식,김붕년,정재훈,한덕현 대한신경정신의학회 2013 신경정신의학 Vol.52 No.2

        Objectives Based on the debate between online game addiction and aggressive behaviors view, the aim of this study was to investigate the factors for aggression in patients with on-line game addiction. Methods A total of 107 adolescent patients with on-line game addiction were enrolled in an online game clinic and research center, OO hospital. In order to rule out psychiatric Axis I comorbidity,all participants were interviewed by a psychiatrist. In addition, their symptoms were assessed using the Young Internet Assessment Scale-Korean (YIAS-K), Korean Attention-Deficit Hyperactivity Disorder (ADHD) Rating Scale, Child depression index, Aggression scale extracted from Korean child behavior checklist, and Behavioral inhibition system (BIS)/Behavioral activation system (BAS). The participants were classified according to three groups ; pure on-line game addiction group (pure-Game), on-line game addiction with attention-deficit hyperactivity syndrome (ADHD-Game) group, and on-line game addiction with depression group (Dep-Game). Results Thirty seven subjects in the pure-Game group, 53 subjects in the ADHD-Game group,and 39 subjects in the Dep-Game group showed significant differences in severity of on-line game addiction and aggression. Both the ADHD-Game and Dep-Game groups showed higher YIAS-K and aggression scale scores, compared to the pure on-line game addiction group. Aggression scale showed positive correlation with BAS-drive in the ADHD-Game group. Aggression also showed positive correlation with BIS in the Dep-Game group. Conclusion The current results suggested that the comorbidity of online game addiction would be a critical factor in aggression and impulsivity in patients with on-line game addiction.

      • KCI등재

        온라인 게임 중독 현상에 관한 쟁점 분석

        김성천 한국교육사회학회 2010 교육사회학연구 Vol.20 No.1

        This study analyzes issues related with on-line game addiction as revealed in the public deliberation surrounding the process of legislation and revision of the Game Industry Promotion Bill. The main subjects of the study are as follows. First, what are the issues over the cause and solution of on-line game addiction? Second, what position do the government, capital and civil society take? Third, what should the policy for the prevention of on-line game addiction be like?According to the analysis, the position of the game industry can be summarized as follows: ① personal responsibility for on-line game addiction ② minimal effect theory of media and emphasis of human's free will ③ the promotion of industrial development ④ nongovernmental self-control deliberation On the contrary, the position of citizen's groups, arguing that teenagers should be protected, can be summarized as follows: ① social responsibility for on-line game addiction ② maximal effect theory of media and emphasis of human's passiveness ③ the policy for protection of teenagers ④ the state delegate agency deliberation But there are differences in position between the Ministry of Culture and Tourism and the Ministry of Health and Welfare, and there still exists disagreements over rating system inside citizen's organizations as well. Generally, however, the interests of the game industry seem to have more political and institutional effect with the support of the Ministry of Culture and Tourism. Based on this, the implications for on-line game addiction henceforth are presented. 본 연구는 게임산업진흥법안 제정 및 개정 과정에서 나타난 온라인 게임 중독 관련 각종 쟁점을 분석하였다. 본 논문의 연구 주제는 다음과 같다. 첫째, 온라인 게임 중독의 원인과 해법을 둘러싼 쟁점은 무엇인가? 둘째, 온라인게임중독현상의 원인과 해법에 대해서 국가, 자본, 시민사회의 어떤 입장과 자세를 취하고 있는가? 분석결과, 게임 자본의 입장은 ① 게임 중독의 개인적 책임론 ② 미디어 소효과론과 인간의 능동성 강조 ③ 산업 육성론 ④ 민간 자율 심의론으로 압축되었다. 반면, 청소년 보호를 주장하는 시민단체들의 입장은 ① 게임 중독의 사회적 책임론 ② 미디어 대효과론과 인간의 수동성 강조 ③ 청소년 보호론 ④ 국가 위임 기구 심의론으로 요약되었다. 전반적으로 게임자본의 이해관계가 문화관광체육부의 지원을 통해 제도적, 정책적으로 더욱 잘 반영되는 상황임을 살펴보았다. 이러한 연구 결과를 바탕으로 온라인 게임 정책의 바람직한 방향을 위한 제언을 제시하였다.

      • KCI등재

        온라인 게임의 혜택요소에 대한 소비자들의주관적 평가 -Q 방법론의 적용-

        남수정,황혜선 한국가정과교육학회 2007 한국가정과교육학회지 Vol.19 No.4

        This study attempted to explore what are the benefits that online game consumers seek in their on-line game consumption. Nowadays many on-line game consumers are extremely absorbed in the on-line game. The purpose of this study was to find the benefits that make people enjoy on-line games enthusiastically based on the Q methodology. Q methodology is a way to understand a person's structure of subjectivity. This study applied Q methodology to clarifying consumers' subjective evaluation of the on-line game benefits. 28 Q questions were prepared through literature review, and were offered to 30 consumers. The subjects were divided into the four types seeking different benefits with on-line games: communication, enjoyment, achievement, and escapism. The results suggested that the benefits of on-line game are beyond the general characteristics of the game including human network or achievement in the on-line game community. 본 연구는 온라인 게임이 다른 온라인 콘텐츠 서비스와 비교하여 어떠한 혜택을 제공하는지를 확인하고자, 온라인 게임 소비자의 주관적 판단을 객관적으로 확인하기 위한 질적 연구 방법인 Q 방법론을 활용하였다. 그 결과 온라인 게임 소비자가 추구하는 혜택의 유형이 총 네 가지로 나타났다. 첫 번째 유형은 ‘커뮤니케이션 추구 유형’으로 온라인 게임에서 만나게 되는 사람들과의 관계가 온라인 게임을 이용하도록 하는 주된 혜택 요인으로 생각하는 집단이다. 두 번째 유형은 ‘재미 추구’ 유형이다. 게임의 가장 중요하고 핵심적인 기능으로 꼽히는 것이 바로 재미와 관련된 오락적 기능이다. 세 번째 유형은 ‘성취감 추구’ 유형으로 게임이 단순히 유희를 위한 수단이 아니라 게임에서 자기 자신의 가치를 느끼고자 하며 타인으로부터 인정받는 것 때문에 게임을 이용하는 집단이다. 네 번째 유형은 ‘현실탈피 추구’ 유형으로 게임의 가상세계에서 받을 수 있는 현실과는 다른 느낌을 즐기는 집단으로, 복잡한 현실에서 벗어나려는 모습을 보인다. 즉 여러 가지 현실적 제약이 존재하지 않는 가상세계를 즐기는 것이다. 본 연구는 온라인 게임이 여가 활동의 많은 부분을 차지하고 있는 시점에서 과연 온라인 게임을 통해서 소비자들이 추구하는 것이 무엇인지, 또 그 혜택 추구의 유형이 무엇인지를 밝힘으로써, 온라인 게임이 현대 사회에서 소비자들에게 어떠한 의미를 가지는 서비스이며 온라인 게임에 어떠한 시각으로 접근해야 하는지를 제시하고자 하였다.

      • KCI등재

        청소년의 돈내기 게임 접촉방식과 문제도박의 관계 : 온라인과 오프라인 방식의 비교를 중심으로

        이재경,이래혁,장혜림 한국콘텐츠학회 2020 한국콘텐츠학회논문지 Vol.20 No.7

        This study examined the modes of access to betting games among adolescents and analyzed the influence of on-line betting games (e.g., legalized gambling, illegal gambling, speculative games) on problem gambling. The raw data from the 2018 Survey on Youth Gambling Problems were used. Using a sample of 5,101 school adolescents who were from first-grade middle school students to second-grade high school students and who experienced betting games during the last three months, this study conducted cross tabulation and logistic regression analyses. Of the adolescents who experienced betting games, 17.8% experienced on-line games that were composed of 4.9% in illegal gambling, 2.4% in speculative games, and 0.4% in legalized gambling. Compared to land-based modes of gambling, on-line illegal gambling, legalized gambling, and speculative games were associated with higher odds of problem gambling. While on-line illegal gambling was associated with higher odds of problem gambling for female adolescents, on-line illegal gambling, legalized gambling, and speculative games were associated with higher odds of problem gambling for male adolescents. This study discussed intervention strategies to address problem gambling and modes of betting games among adolescents. 본 연구는 청소년의 돈내기 게임 접촉방식을 알아보고, 합법사행산업, 불법도박, 사행성 게임 등 온라인 돈내기 게임 경험이 문제도박에 미치는 영향을 확인하였다. 분석은 한국도박문제관리센터의 2018년 청소년 도박문제 실태조사의 원자료를 사용하였고, 중학교 1학년부터 고등학교 2학년까지 학교 재학중인 남녀 청소년 중 돈내기 게임 경험이 있는 5,101명의 자료를 교차분석과 이항 로지스틱 회귀분석방법으로 분석하였다. 돈내기 게임을 경험한 청소년 중 17.8%는 온라인 돈내기 게임 경험을 하였고, 온라인 돈내기 게임은 불법도박 4.9%, 사행성 게임 2.4%, 합법사행산업 0.4%이었다. 오프라인 돈내기 게임을 기준변수로 온라인 돈내기 게임이 문제도박에 미치는 영향은 불법도박, 합법사행산업, 사행성 게임 모두 통계적으로 유의미하였다. 성별차이를 살펴보면, 여학생은 불법도박, 남학생은 불법도박, 합법사행산업, 사행성 게임에서 오프라인에서 돈내기 게임을 한 학생들보다 문제도박이 될 가능성이 높게 나타났다. 이러한 결과를 토대로 청소년의 돈내기 게임 접촉방식과 문제도박에 대한 개입 방안에 관하여 논의하였다.

      • KCI등재

        온라인 게임 캐릭터 복식 색채와 패션 트렌드 색채의 비교 분석

        신하나,이민선,유지헌 복식문화학회 2010 服飾文化硏究 Vol.18 No.3

        The purpose of this study is to come up with ways that cooperate between on-line game design and fashion design by analyzing trend color and on-line game character’s costume color in on-line game. As for the research methodology, First, on-line games were selected with reference to www.ranky.com. Second, 2009 SS trend color palettes suggested by Copenhagen International Fashion Fair was used as a criterion of fashion trend. Third, on-line game character's costume colors were analyzed in relation to the degree of reflection of trend and the game character's type. The results are as follows. Each on-line game character costume's colors were made in accordance with typical character types. But we can find a one-to-one correspondence between fashion trend colors and game character costume's colors. That's because both trends and character types are the results of the continuing interactions between human-beings and societies. In comparison with fashion trend colors, game character costume colors are partly raw and inharmonious. Therefore, it is necessary to apply fashion trend color in game character costume design for enhancing competitiveness in the world market.

      • KCI등재

        온라인 게임서비스품질요인에 관한 실증적 연구

        최용석(Yong-seok Choi),권혁인(Hyeog-in Kwon),김창봉(Chang-bong Kim) 한국인터넷전자상거래학회 2008 인터넷전자상거래연구 Vol.8 No.1

        Recently the rapid growth of on-line game industry is in the limelight as next generation industry with whole industry influencable. But the dark side of quantitative growth of game industry has a problem that service quality control for customers doesn't get realized. So this industry doesn't build up the foundation of the sustainable growth. In this situation, on-line game industry can grow by revisiting and using game continuously through continuous customer satisfaction. The existing study were game of developmental view or general Service Quality model. But this research studies and conducts an more effective setting plan of research model by showing model of on-line game under the reality of on-line game industry. Especially this study tries developing comprehensive model of people in all age with considering on-line game that uses the bulk of age in on-line game fields. In other words, this research tries offering game company chances that can give special services in on-line game industry by showing estimation model.

      연관 검색어 추천

      이 검색어로 많이 본 자료

      활용도 높은 자료

      해외이동버튼