我國網(wǎng)絡(luò)游戲產(chǎn)業(yè)的政府規(guī)制研究(1996—2007年)
[Abstract]:The online game is like a "double-edged sword", which brings great economic benefits to the society, but also brings a series of negative social effects, which makes its development face enormous controversy. In recent years, with the development of online game industry, people pay more and more attention to the government regulation of online games. However, according to the author's research on nearly 1,000 articles and materials, the current research on the development of online game industry, the theoretical circle has become popular, but specifically to the government in the development of online games on the road of regulation, Domestic research is rare. Therefore, it is very necessary to review the behavior of government regulation in the development of online games in the past ten years, sum up its gains and losses, and do some thinking on the future regulation. It is based on this consideration, through field investigations and interviews, on the basis of mastering a large number of first-hand information, has done a tentative study, hoping to play a role in the study of government regulation of online games. The main body of this paper is divided into four parts: the first part introduces and analyzes the background of the government regulation of online games, that is, the online game presents a "dual nature", the second is that the government regulation is the urgent hope of the industry and parents. It is also the need for the government to perform its functions. The second part reviews the main performance and characteristics of the government regulation of online games industry in China from 1996 to 2007, based on the clue of the development of online games. The third part makes a general evaluation on the government regulation of online games in the past ten years, including the analysis of the effect of regulation and the analysis of the main problems. Among them, the analysis of the effect of regulation mainly from the content supervision of online games, the development of national online games, product types and the management of Internet cafes. In the analysis of the existing problems, mainly from the support, regulatory object, regulatory means, institutional framework and so on. The fourth part is about the future government regulation of online games. Mainly from the macro and micro aspects, in which the macro thinking, mainly from the third part of the problem start with the corresponding solutions; In order to provide some reference for government regulation in the future, this paper mainly discusses the hot measures of regulation in the light of microcosmic thinking. At the same time, in order to provide a better reference for the government regulation of online games in China, this paper applies a large number of comparative research methods to compare the government regulation of online game industry with the government regulation of animation industry in China. This paper compares the government regulation of online games between China and Korea.
【學(xué)位授予單位】:華中師范大學(xué)
【學(xué)位級別】:碩士
【學(xué)位授予年份】:2008
【分類號】:F49
【引證文獻(xiàn)】
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