The Gap Between Korean Esports and Educational Gaming

Marc C. DeArmond, Brett E. Shelton, Y. Hsu
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引用次数: 3

Abstract

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.
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韩国电子竞技与教育游戏的差距
虽然一些研究表明,韩国在课堂上发布和使用严肃游戏方面落后于其他发达国家,但韩国人对电子游戏的兴趣仍然非常高。由于一系列文化、社会和技术因素,电子竞技已经成为韩国文化中的一支重要力量,并得到了文化部的大力支持。与此同时,韩国教育部反对将教育游戏作为其公认的教学方法的一部分。这种抵制造成了韩国人对电子游戏作为学习工具的兴趣与对电子游戏作为一种产业和职业道路的兴趣之间的巨大差距。虽然有许多因素导致了严肃游戏市场的衰落,但根据教育游戏文献分析的证据,如果没有控制教育政策的主要管理机构的支持,教育游戏不太可能取得显著进展。
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