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我國(guó)網(wǎng)絡(luò)游戲產(chǎn)業(yè)的政府規(guī)制研究(1996—2007年)

發(fā)布時(shí)間:2018-11-08 18:26
【摘要】: 網(wǎng)絡(luò)游戲就像一把“雙刃劍”,在給社會(huì)帶來(lái)巨大經(jīng)濟(jì)利益的同時(shí),也帶來(lái)了一系列社會(huì)負(fù)效應(yīng),使其發(fā)展面臨著巨大的爭(zhēng)議。近些年來(lái),隨著網(wǎng)絡(luò)游戲產(chǎn)業(yè)的發(fā)展,網(wǎng)絡(luò)游戲的政府規(guī)制問(wèn)題日益受到人們的關(guān)注。但是根據(jù)筆者對(duì)近千篇文章和資料的研究發(fā)現(xiàn),目前對(duì)于網(wǎng)絡(luò)游戲產(chǎn)業(yè)發(fā)展的研究,理論界已經(jīng)蔚然成風(fēng),但具體到政府在網(wǎng)絡(luò)游戲發(fā)展道路上的規(guī)制問(wèn)題,國(guó)內(nèi)研究可謂是鳳毛麟角。因此,回顧政府規(guī)制在十年來(lái)網(wǎng)絡(luò)游戲發(fā)展道路上的所作所為,總結(jié)其得與失,并對(duì)未來(lái)的規(guī)制做些許思考,就顯得非常必要了。筆者正是基于這種考慮,通過(guò)實(shí)地調(diào)查采訪,在掌握了大量第一手資料的基礎(chǔ)上,做了嘗試性的研究,希望對(duì)網(wǎng)絡(luò)游戲政府規(guī)制的研究起到拋磚引玉的作用。 本文的主體分為四個(gè)部分:第一部分介紹和分析了網(wǎng)絡(luò)游戲政府規(guī)制的背景,即一是網(wǎng)絡(luò)游戲呈現(xiàn)出了“雙面性”,二是政府規(guī)制是產(chǎn)業(yè)界、家長(zhǎng)的迫切希望,也是政府履行職能的需要。第二部分以網(wǎng)絡(luò)游戲的發(fā)展脈絡(luò)為線索,分三個(gè)階段回顧了1996—2007年我國(guó)網(wǎng)絡(luò)游戲產(chǎn)業(yè)政府規(guī)制的主要表現(xiàn)及其特點(diǎn)。第三部分對(duì)十年來(lái)網(wǎng)絡(luò)游戲的政府規(guī)制做了一個(gè)總體的評(píng)價(jià),包括規(guī)制效果的分析和存在的主要問(wèn)題的分析。其中,規(guī)制效果的分析主要從網(wǎng)絡(luò)游戲內(nèi)容監(jiān)管、民族網(wǎng)絡(luò)游戲開(kāi)發(fā)、產(chǎn)品類型以及網(wǎng)吧管理等四個(gè)方面進(jìn)行;在分析存在的問(wèn)題時(shí),主要從扶持力度、監(jiān)管對(duì)象、監(jiān)管手段、體制框架等方面著手。第四部分對(duì)未來(lái)的網(wǎng)絡(luò)游戲政府規(guī)制進(jìn)行了一定的思考。主要從宏觀和微觀兩方面進(jìn)行,其中在進(jìn)行宏觀思考時(shí),主要以第三部分的問(wèn)題入手提出相應(yīng)的解決辦法;而進(jìn)行微觀思考時(shí),主要是結(jié)合當(dāng)前的規(guī)制熱點(diǎn)措施進(jìn)行探討,以期為政府今后的規(guī)制提供些許參考。同時(shí),為了給中國(guó)的網(wǎng)絡(luò)游戲政府規(guī)制提供更好的參考,本文大量應(yīng)用了比較研究法,把我國(guó)網(wǎng)絡(luò)游戲產(chǎn)業(yè)的政府規(guī)制和動(dòng)漫產(chǎn)業(yè)的政府規(guī)制進(jìn)行比較,把中國(guó)的網(wǎng)絡(luò)游戲政府規(guī)制和韓國(guó)的網(wǎng)絡(luò)游戲政府規(guī)制進(jìn)行比較。
[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(jí)別】:碩士
【學(xué)位授予年份】:2008
【分類號(hào)】:F49

【引證文獻(xiàn)】

相關(guān)期刊論文 前1條

1 王迪;劉德寰;;青少年網(wǎng)絡(luò)游戲相關(guān)研究綜述[J];廣告大觀(理論版);2012年06期

相關(guān)博士學(xué)位論文 前1條

1 聶慶璞;基于產(chǎn)業(yè)組織理論SCP范式的我國(guó)網(wǎng)絡(luò)游戲產(chǎn)業(yè)研究[D];中南大學(xué);2012年

相關(guān)碩士學(xué)位論文 前7條

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2 溫銳楓;論網(wǎng)頁(yè)游戲聯(lián)合運(yùn)營(yíng)的法律監(jiān)管[D];華東政法大學(xué);2009年

3 姜益煒;網(wǎng)絡(luò)游戲運(yùn)營(yíng)商商業(yè)模式創(chuàng)新分析[D];西南財(cái)經(jīng)大學(xué);2009年

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5 張濟(jì)華;我國(guó)網(wǎng)絡(luò)游戲產(chǎn)業(yè)的規(guī)制問(wèn)題研究[D];云南大學(xué);2010年

6 周琳;網(wǎng)絡(luò)游戲運(yùn)營(yíng)商社會(huì)責(zé)任法律規(guī)制研究[D];西南大學(xué);2012年

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