我国网络游戏产业的政府规制研究(1996—2007年)
发布时间:2018-11-08 18:26
【摘要】: 网络游戏就像一把“双刃剑”,在给社会带来巨大经济利益的同时,也带来了一系列社会负效应,使其发展面临着巨大的争议。近些年来,随着网络游戏产业的发展,网络游戏的政府规制问题日益受到人们的关注。但是根据笔者对近千篇文章和资料的研究发现,目前对于网络游戏产业发展的研究,理论界已经蔚然成风,但具体到政府在网络游戏发展道路上的规制问题,国内研究可谓是凤毛麟角。因此,回顾政府规制在十年来网络游戏发展道路上的所作所为,总结其得与失,并对未来的规制做些许思考,就显得非常必要了。笔者正是基于这种考虑,通过实地调查采访,在掌握了大量第一手资料的基础上,做了尝试性的研究,希望对网络游戏政府规制的研究起到抛砖引玉的作用。 本文的主体分为四个部分:第一部分介绍和分析了网络游戏政府规制的背景,即一是网络游戏呈现出了“双面性”,二是政府规制是产业界、家长的迫切希望,也是政府履行职能的需要。第二部分以网络游戏的发展脉络为线索,分三个阶段回顾了1996—2007年我国网络游戏产业政府规制的主要表现及其特点。第三部分对十年来网络游戏的政府规制做了一个总体的评价,包括规制效果的分析和存在的主要问题的分析。其中,规制效果的分析主要从网络游戏内容监管、民族网络游戏开发、产品类型以及网吧管理等四个方面进行;在分析存在的问题时,主要从扶持力度、监管对象、监管手段、体制框架等方面着手。第四部分对未来的网络游戏政府规制进行了一定的思考。主要从宏观和微观两方面进行,其中在进行宏观思考时,主要以第三部分的问题入手提出相应的解决办法;而进行微观思考时,主要是结合当前的规制热点措施进行探讨,以期为政府今后的规制提供些许参考。同时,为了给中国的网络游戏政府规制提供更好的参考,本文大量应用了比较研究法,把我国网络游戏产业的政府规制和动漫产业的政府规制进行比较,把中国的网络游戏政府规制和韩国的网络游戏政府规制进行比较。
[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.
【学位授予单位】:华中师范大学
【学位级别】:硕士
【学位授予年份】:2008
【分类号】:F49
本文编号:2319305
[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.
【学位授予单位】:华中师范大学
【学位级别】:硕士
【学位授予年份】:2008
【分类号】:F49
【引证文献】
相关期刊论文 前1条
1 王迪;刘德寰;;青少年网络游戏相关研究综述[J];广告大观(理论版);2012年06期
相关博士学位论文 前1条
1 聂庆璞;基于产业组织理论SCP范式的我国网络游戏产业研究[D];中南大学;2012年
相关硕士学位论文 前7条
1 潘杨昆;我国网络游戏公司法律监管制度研究[D];中央民族大学;2011年
2 温锐枫;论网页游戏联合运营的法律监管[D];华东政法大学;2009年
3 姜益炜;网络游戏运营商商业模式创新分析[D];西南财经大学;2009年
4 李璐;网络游戏产业监管体制研究[D];吉林大学;2010年
5 张济华;我国网络游戏产业的规制问题研究[D];云南大学;2010年
6 周琳;网络游戏运营商社会责任法律规制研究[D];西南大学;2012年
7 王平;中外文化产业的政府规制比较研究[D];江西师范大学;2012年
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