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34 IndepthonNational
million won or less and two years of
KoreaInstituteoflegislativesuggestsresultofperceptionsaboutthegame
emotional imprisonment effective?
Recently, the Korea Institute of
Legislative Studies announced doubts
18.80%
Forbidingadolescentunder16from
adolescent
playinggamescompulsively
ontheeffectivenessoftheShutDown
16.50%
parent
System as the nighttime limits cited
24.20%
Adolescentunder16receives
theInternetasifitweretheonlygame
18.80%
consentofaparent
source. Although most adolescents
17.20%
saidthattheywouldnotplaygamesor
Teachingmethodofplaying
21.20%
gamestostudentsatschool
use other contents from the Internet,
it was also reported that mobile and
39.80%
Preventingadolescentsfromplaying
console games will be used if the
gamesbyparents
43.50%
online games are made unavailable.
Their survey found that 31.2% of the
based on an Internet addiction survey
the cost of adolescents¡¯ lost learning
participantsthoughtthatonlinegames
from the Korea Information Agency,
time. These statistics show that the
would continue one way or another
the internet addiction rate in 2010
social reality of addiction possesses
even if the law is implemented.
shows that there are 218,000 (3.1% of
a very high social cost and this has
According to this situation, the
the adolescent population) children
led to the introduction of the Shut
purpose and intent of the law is
aged between 3 and 19 in the high-
DownSystem.Therefore,ifthelawis
meaningless. In addition, depending
riskcategoryaswellas659,000(9.3%
implemented, some of this social loss
on the game area a company focuses
of the adolescent population) that fall
canbeavoided.
on, the impact of the law could be
into the potential risk category. In
fatal, especially if a firm¡¯s games are
addition, the rate of increase for 3-12
aimed at young children. Because the
Questionable Effectiveness and Flooding
year olds rose comparing last year by
law only regulates the domestic game
ConcernsinOtherAreasoftheGame:
2.9%. Another factor is that 65% of
Both sides of the controversy, the
industry, there can be not regulations
adolescents primarily use the Internet
Korea Game Industry Association as
for foreign imports. This only can be
toplaygamesandmoststudentshave
well as the parents, have questioned
recognized as reverse discrimination
no restrictions from their parents
the addiction statistics as they are
regarding their online activities. As
withoutaclearstandard.TheNational
www.google.co.kr
a result, the situation calling for the
Parents Association (PTA), who
introduction of the Game Shut Down
advocate for the realization of equal
System, can be sufficiently justified
education, stated, ¡°Without a clear
as the environment facilitates game
standard for addiction, by simply
addictionsofadolescents
blocking the access with physical
Additional evidence presented
time constraints, you cannot solve
by Ministry of Gender Equality &
the problem.¡± They also criticized
Family shows the social damage
about the sleep rights of adolescents,
estimatesofInternetandonlinegame
claiming that the introduction of the
addiction. These damages rose up to
Shut Down System at night on the
at least 17,454,365,457,000 won with
Internet, should include lectures and
the maximum amount of damage
other online educational programs
shows 5.4 trillion won. This includes
about youth protection as teenagers
health care costs, costs for Internet
may simply participate in other
addiction prevention, counseling
leisure activities. In addition, the
programs and administrative costs. It
government should avoid double-
also includes direct costs that include
dealing and a relentless attitude. Plus,
PC room fees and items in online
it is questioned that, even allowing
games and indirect costs regarding
for the social costs, are fines of 10
At12,allonlinegamesgetblockedforadolescents.
www.theargus.org

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