TY - JOUR
T1 - The gap between Korean esports and educational gaming
AU - DeArmond, Marc C.
AU - Shelton, Brett E.
AU - Hsu, Yu Chang
N1 - Publisher Copyright:
Copyright © 2022, IGI Global.
PY - 2022/1/1
Y1 - 2022/1/1
N2 - While some research suggests South Korea has fallen behind other developed nations with regard to publishing and using serious games in the classroom, Korean interest in video games remains extremely high. Due to a number of cultural, social, and technological factors, esports was primed to become a significant force in Korean culture and received significant support from the Ministry of Culture. The Korean Ministry of Education, meanwhile, is resistant to adopting educational games as a part of its accepted pedagogy. This resistance has created a significant gap between the interest in video games as a learning tool and that of video games as an industry and career path in Korea. While a number of factors play a role in the languishing serious games market, based on evidence analyzed through educational gaming literature, it is unlikely educational gaming will be able to significantly advance without the support of the primary governing body controlling educational policy.
AB - While some research suggests South Korea has fallen behind other developed nations with regard to publishing and using serious games in the classroom, Korean interest in video games remains extremely high. Due to a number of cultural, social, and technological factors, esports was primed to become a significant force in Korean culture and received significant support from the Ministry of Culture. The Korean Ministry of Education, meanwhile, is resistant to adopting educational games as a part of its accepted pedagogy. This resistance has created a significant gap between the interest in video games as a learning tool and that of video games as an industry and career path in Korea. While a number of factors play a role in the languishing serious games market, based on evidence analyzed through educational gaming literature, it is unlikely educational gaming will be able to significantly advance without the support of the primary governing body controlling educational policy.
KW - Esports
KW - Game-Based Learning
KW - Serious Games
KW - South Korea
UR - http://www.scopus.com/inward/record.url?scp=85120644447&partnerID=8YFLogxK
U2 - 10.4018/IJGBL.287828
DO - 10.4018/IJGBL.287828
M3 - Article
AN - SCOPUS:85120644447
SN - 2155-6849
VL - 12
JO - International Journal of Game-Based Learning
JF - International Journal of Game-Based Learning
IS - 1
ER -