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사이버엔터테인먼트의 법적 문제
Cyber Entertainment and Legal issues Therein

첫 페이지 보기
  • 발행기관
    한국지식재산학회 바로가기
  • 간행물
    산업재산권 KCI 등재 바로가기
  • 통권
    제26호 (2008.08)바로가기
  • 페이지
    pp.207-244
  • 저자
    손경한, 박진아
  • 언어
    한국어(KOR)
  • URL
    https://www.earticle.net/Article/A256176

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원문정보

초록

영어
in recent years, entertainment industry has grown up sharply, which significantly affects our daily life. it was expedited by the rapid growth of cyber entertainment. Cyber entertainment means entertainment in cyberspace provided by online media, i.e. mp3, VOD, and online computer games. iPTV and internet mobile phone are expected to replace the traditional entertainment media such as TV, CD, DVD, and to evolve continuously. Virtual life entertainment like Second Life leads us to a new world. Cyber entertainment has certain characteristics which are much different from the traditional entertainment. The Recipients of cyber entertainment service may enjoy it personally without going out to public places like a movie theater or playground. They can participate in production, modification, and development of the contents of the cyber entertainment through UCC, computer games, Second Life, and even replies. The Recipients can easily shift the time and place of the cyber entertainment and enjoy the contents as many times as they wish. They have a plenty of choices in media to access contents of cyber entertainments. Since there is no border in cyberspace, cyber entertainment service can be provided transnationally. Cyber entertainment presents almost real and pleasant experience to the Recipients, who are in many instances devoted thereto, if not addicted. The contents of cyber entertainment are more than occasionally obscene, violent, or gambling-oriented. Minors are exposed to search undesirable indecency. Cyber entertainment service using computer network is vulnerable to leakage of personal information. The contents of cyber entertainment, from time to time, contain the materials that infringe copyright. Due to the above characteristics of cyber entertainment, the legal principles developed for traditional entertainment are not adequate for cyber entertainment. The authors will examine the traditional legal principle and how they can be modified, if not totally replaced by the new legal principles. This paper will review the issues of ownership in virtual property such as UCC, avatar, and those created in Second Life. The role of Online Service Providers (OSPs) is critical in cyber entertainment. OSPs create and control cyber world. So to speak, it is a patriarchy in cyberspace. The authors argue that this OSPs’ role of paternity should be well-recognized and refined. They create the systems and establish the rule of cyberspace. The OSPs are required to take more responsibility in protecting their customers and preventing them from illegalities. They should take measures against obscenity, violence, defamation, and infringement of prⅳacy or intellectual property. This paper will further discuss rights and obligation of the parties to cyber entertainment, mainly the OSPs and the Recipients. Due to the increasing importance of cyber entertainment to the indⅳidual Recipient, his interests and rights should be well respected and secured. The terms and conditions of the service must be fair and equitable for both parties. The authors will deal with other residual legal issues in cyber entertainment that has cast enormous impacts on our society already.

목차

Ⅰ. 서론
 Ⅱ. 사이버엔터테인먼트의 개념과 유형
  1. 사이버엔터테인먼트의 개념
  2. 사이버엔터테인먼트의 특징
  3. 사이버엔터테인먼트의 유형
  4. 소결
 Ⅲ. 사이버엔터테인먼트의 비공연성에따른 법적 문제
  1. 일반
  2. 음란물의 기준
  3. 인터넷도박 허용여부
  4. 개인정보의 보호
 Ⅳ. 사이버엔터테인먼트의 수용자참여성에따른 법적 문제
  1. 일반
  2. 사이버엔터테인먼트의 재산권문제
  3. 이용자콘텐츠제공계약상의 문제
  4. 불법행위의 유형과 규제
 Ⅴ. 사이버엔터테인먼트의 약관계약성에따른 법적 문제
  1. 서
  2. 제공자와 이용자간의 거래
  4. 사이버엔터테인먼트약관에 대한 통제
  5. 이용자간의 거래
 Ⅵ. 사이버엔터테인먼트의 기타특징에 관련한 법적 문제
  1. 일반
  2. 반복가능성(시공간이동성 포함)에 따른 법적 문제
  3. 수용자의 선택가능성 / 다양성에 따른 법적 문제
  4. 비대면성에 따른 법적 문제
  5. 심취성ㆍ중독성에 따른 법적문제
 Ⅵ. 결론
 참고문헌
 ABSTRACT

키워드

사이버 엔터테인먼트 엔터테인먼트 사이버스페이스 수용자 세컨드 라이프 음란물 폭력성 명예훼손 프라이버시 지적재산권 도박 OSPs UCC iPTV VOD mp3 cyber entertainment entertainment cyberspace Recipient(s) Second Life obscenity violence defamation prⅳacy intellectual property gambling (온라인) 컴퓨터게임 (online) computer games

저자

  • 손경한 [ Sohn, Kyung-Han | 성균관대 법대교수, 변호사. ]
  • 박진아 [ Park, Ji-Na | 이화여대 법대 전임강사 ]

참고문헌

자료제공 : 네이버학술정보

간행물 정보

발행기관

  • 발행기관명
    한국지식재산학회 [Korea Intellectual Property Society]
  • 설립연도
    1967
  • 분야
    사회과학>법학
  • 소개
    본 학회는 지식재산 및 관련 제도(특허, 실용신안, 상표, 디자인, 영업비밀, 저작권, 반도체칩, 컴퓨터프로그램, 데이터베이스, 디지털콘텐츠 등)에 관한 국내외 이론과 실무에 대한 연구를 촉진하여 지식재산분야의 학문간 융합발전과 국제적 유대를 강화하고, 지식재산에 관한 지식을 보급하여 인적 네트워크 구축과 정책제언을 추진하며 이를 통해 국가발전에 이바지하는 것을 목적으로 한다.

간행물

  • 간행물명
    산업재산권 [Journal of Industrial Property]
  • 간기
    계간
  • pISSN
    1598-6055
  • eISSN
    2733-9483
  • 수록기간
    1995~2026
  • 등재여부
    KCI 등재
  • 십진분류
    KDC 367 DDC 346

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