1. What is my thesis?
Shutdown law is unecessary in Korea.
2. What types of source am I using to defend my thesis?
I am using experts opinions and some rates
3. Are my arguments mostly based on evidence, logic or emotion?
My arguments are mostly based on logic evidence like experts opinions and rates.
My Confirmation.
Shutdown law is not an efficient way to prevent children from game addiction, even though the purpose is to prevent them from game addiction. For instance, many kids log in to an account owned by their parents or another adult, according Maemi, a young panelist. Less "privileged" minors simply utilize the lockdown period to fire up offline games. Many experts said about this situation. According to the game developer JongDeuk Kim, who recorded no change in the number of concurrent users for both youth and adult age ranges -- again, because youngsters just hop on their parent's account. KiMin Yang, a researcher of Cultural Society Institute, acknowledged the futility of the existing law and believes new anti-addiction methods should be explored. She said "Restriction and care are totally different. We need to show the conservative groups that we are protecting the youth in different ways, not neglecting them" As they said like that, shutdown law has no efficient effect that can reduce the number of children who are addictied to game. That law is just a 'nominal law' that the government just trying to show people that they do something for the problem. The evidences that shutdwon law is unnecessary in Korea and jsut nomina law are more exist.
Becuase of the Shutdown law, the game industry can affect. In fact, shutdown is equal to kill the Korea game industry, which is the most biggest game industry in the world. Many experts predict that shutdown law could increase the money that the game companies have to spend for shutdown law to make a program or something prevent children from acessing, even though it does not affect the exact user number of the game. "No immediate effect on online game companies here is expected. When taking into
consideration that those aged 18 or under account for 28.9 percent of online
gamers those aged under 16 represent less than 20 percent. The number of those
in the age group playing between midnight and 6 a.m. will be even less,' said Jung Woo-chul, an analyst at Mirae Asset Securities. He said that the average revenue per user (ARPU) of online gamers was 25,160 won
a month last year, while it stood at only 6,794 won for those aged under 14.
“Players of major games are in their 30s. The age of online gamers is rising
fast,” he added. Online game giant NCsoft’s main games are Lineage and Lineage
II. As it has been 13 years since the launch of Lineage and eight for Lineage II
most players are over 16. However, he said that the move will increase management costs for game companies, they will have
to shoulder the expense of the shutdown system. and they will have to increase
servers to store personal information, check users aren’t stealing someone
else’s identification and strengthen security.
Also, on top of criticism in the
local market, businesses fear that the shutdown will hamper the export of games,
as it may encourage the idea abroad that Korean games are harmful.
One of the economical analyst(KB Investment & Securities) Choi Hoon said , “Instead of enforcing the regulation, it would have been better if the
government had devised other ways to modify the current situation for teenagers
who immerse themselves in online games rather than other leisure activities,”
Thus as I explained before, we need to find other effcient way to prevent children from game addiction, not affecting game industry by enforcing a lot of money to game companies to make such programs and by making a bad image to game itself caused problem for exporting the game.
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