DOI QR코드

DOI QR Code

A Study of Social Meaning of Game Accessibility

게임접근성의 사회적 의미에 대한 연구

  • 김민규 (아주대학교 문화콘텐츠학과)
  • Received : 2013.11.28
  • Accepted : 2013.12.11
  • Published : 2013.12.20

Abstract

In accordance with mandatory enforcement action of the Web Accessibility, Web accessibility is increasing interest in society. People are facing with disability situations, and the elder people are facing with disability situation more and more. 'Everyone' is faced with disability situations. The value of the universality of accessibility oriented. The game is typical of modern society and culture activities, but society in Korea is still recognized as a special minority cultures. To understand about conflict over the game, we access game accessibility as a Despotic conditions. Game Accessibility implies a social meaning ; Cultural values of universal access to games, literacy games, new business creation, contents accessibility.

웹 접근성 조치 의무화 시행에 따라 웹 접근성에 대한 관심이 높아지고 있다. 웹 접근성은 장애인뿐만 아니라 비장애인을 포함하며, 사람들은 장애적 상황에 직면하게 되고, 연령이 높아 질수록 신체적 기능 저하로 인해 점진적 장애적 상황이 된다는 점에서 장애적 상황은 누구에게나 해당된다. 접근성은 보편성의 가치를 지향한다. 게임은 현대사회의 대표적 문화활동이 되고 있지만, 한국사회에서 여전히 특별한 소수문화로 인식하는 경향이 많다. 게임을 둘러싼 갈등은 게임에 대한 사회적 이해의 전제적 조건이 되는 접근성 관점에서 볼 필요가 있다. 게임접근성은 보편적 문화적 가치의 구현, 게임 리터러시 전제 조건, 새로운 비즈니스 창출, 콘텐츠접근성의 전망이란 측면에서 사회적 의미를 함축하고 있다.

Keywords

References

  1. Segyeilbo "The disabled, Cultural life is only dream.... 'the wall of high discrimination', 2013. 4. 19.
  2. Jim Thatcher etc Web Accessibility: Web Standards and Regulatory Compliance, p.73, Aicon, 2011
  3. Sangki Jin, Joonho Hyun, An Analysis of Panel Data on the Web-accessibility Policies of Local Governments in Korea, National information society agency, The information policy, Vol. 18, No. 4, p.44, 2011
  4. Taejun Park etc, The beginning Web Accessibility Project, p.23, Wikibooks, 2013
  5. Oh My News, Beyond the the visual impairment, Playing the Starcraft, 2003. 5. 26.
  6. KOCCA, Developing & disseminating e-Sports learning program for the disabled student, 2009
  7. KOCCA, The study of sport rating category for the invigorating e-Sports for the disabled, 2011
  8. Sokrok Song, the adaptation e-Sports policy & serious game : the case study, the 11th Special education informationization conference, 2013. in Korean
  9. Korea Blind Union, The evaluation & improvement plan : Game accessibility(web, mobile), 2013
  10. IGDA, Game Accessibility White Paper, 2004
  11. Kevin Bierre, Improving game accessibility, Gamasutra, 2005
  12. Gareth Griffiths, Subtitles : Increasing game accessibility, comprehension, Gamasutra, 2009
  13. The Ablegamers Foundation, Includification : A practical guideline to game accessibility, The Ablegamers Foundation, 2013
  14. MS, Making video games accessible: business justifications and design considerations, 2013. http://msdn.microsoft.com/en-us/library/windows/desktop/ee415219(v=vs.85).aspx
  15. Dimitris Gammenos, Anthony Savdis, Constantine Stephanidis, Designing universally accessible games, ACM Computers in Entertainment Vol. 7, No. 1, pp. 8:1-8:29, 2009
  16. IGDA, Game Accessibility Guideline, 2011
  17. IGDA Game Access SIG, Game Accessibility Top Ten http://igda-gasig.org/about-game-accessibility/game-accessibility-top-ten/
  18. Hankookilbo, 'Computong utilization ability' the Highest of rhe generation gab among the OECD, 2013. 10. 8.
  19. Min-Kyu Kim, "The Impact on the Cultural Contents Market of the Legal Issue in Korea - Focusing 'Open Market' & 'Shut-down' in Game Industry", The Journal of Korea Game Society, Vol.12, No.2, pp.63-74, 2012. in Korean https://doi.org/10.7583/JKGS.2012.12.2.063
  20. Ye-Beet Jang, Hye-Rim Lee, Min-Kyu Kim, Eui-Jun Jeong, Seoung-Ho Ryu, "The Effects of Self-control and Construal Level on Game Addiction", The Journal of Korea Game Society, Vol.13, No.2, pp.131-142, 2013. in Korean https://doi.org/10.7583/JKGS.2013.13.2.131
  21. Ministry of Employment and Labor, Korea employment agency for the disabled, 2010 the disabled statistics, 2010