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A Study On Korean Policy For The Game Industry

Posted on:2013-07-07Degree:MasterType:Thesis
Country:ChinaCandidate:J Z CuiFull Text:PDF
GTID:2249330371466201Subject:Communication
Abstract/Summary:PDF Full Text Request
The Korea game industry has made such a big advancement in the last fifteen years that it draws the world’s special attention. Its online game industry especially stands out in the global field and many excellent works don’t only export to Asian countries like China and Japan, but also gain popularity in some European areas. As a rising star, the China game industry came to heal by imitating Korea’s mode in some areas and has exceeded Korea to become one of the developed countries in online game in a short time. Since Korea and China are close in geographical position and history, they also have some resemblance in the game industry as well as in the problems they met during their growth. Examples of this include the unbalancedness of the game industry structure which is the main component of its game industry, how to foster specialized game developers, and the society has a negative cognition to game and how to prevent game addiction.After 1990, Korea’s game industry started to grow synchronously with its governmental policy in culture industry revival. Korean government regarded the culture industry as the core subject of national competitiveness in the new 21st century. Besides, the government made its best effort to push culture industry to become a promising industry to promote Korea economy. Therefore, government established a responsible department and issued the related laws in order to revive the game industry. Meantime, it implemented various policies. The policies varied accordingly to the emergent problems as the game industry grew. Since Korea preceded China in the game industry’s start and prosperity, Korea has experienced more problems than China met in the game industry developing process. This thesis refers the documents and materials from Korea and regards the Korean governmental policies as the researching target. To aim at the problems that Korea’s game industry met, the corresponding policies solved the problems and promoted the industry to a certain extent. This thesis uses Korea’s experience in order to give some reference to China’s game industry which has the similar structure and problem.My research carries out the detailed description in three main chapters. The first chapter analyzes global game industry’s development and current situation for the purpose of giving prominence to the specific structure and characteristic of Korea’s game industry. The second chapter introduces the growing process and current situation of Korea’s game industry which could be used to compare with China’s. The third chapter introduces the Korean government’s corresponding policies to the problems in the game industry as well as their characteristics; this includes culture industry policies, game industry promoting policy and game culture policies.
Keywords/Search Tags:Korean game industry, Governmental policy, Game addiction, Cultural Contents Industry
PDF Full Text Request
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