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Suggestions for Vitalizing Korean Educational Games Industry Based on Case Study Analysis

국내 교육용 기능성게임 활성화를 위한 해외 사례 연구

  • Kwon, Jungmin (Dept. of Early Childhood & Special Education, Seoul National University of Education)
  • 권정민 (서울교육대학교 유아.특수교육과)
  • Received : 2018.11.11
  • Accepted : 2018.12.20
  • Published : 2018.12.20

Abstract

Despite the Korean Government's efforts, serious games industry still finds difficult to thrive in Korea. The purpose of this study was to analyze systematically why serious games industry is slow to grow in South Korea and to make future suggestions for policy by studying the case of FCPS program. For future suggestions, the government should support the ecology rather than the games themselves by building more infrastructures, suuporting more software, and considering human factors. Responsible play and digital citizenship must also be emphasized.

2009년 이후 정부 주도로 기능성게임 활성화에 대한 노력이 있어왔음에도 불구하고, 실현이 잘 안된 이유 중 하나는 정부의 지원이 개별 게임에 대한 지원으로 집중되어 기능성게임이 자랄 수 있는 생태를 개발하지 못했기 때문으로 보인다. 본 연구에서는 미국 페어팩스 카운티의 사례를 통해 기능성게임을 생태의 중심으로 보기보다는, 생태 안에 포함된 하나의 요소로 보고 그에 맞는 전략을 실행해야 함을 주장하였다. 기능성게임 생태의 개발을 위해서는 하드웨어 인프라 구축, 소프트웨어 지원, 그리고 휴먼웨어에 대한 고려가 있어야 한다. 또한 책임 있는 테크놀로지 사용과 같은 디지털시민교육에 더욱 힘써야 한다. 게임에 대한 거부감을 없애기 위해서는 책임 있는 플레이에 대한 교육이 더 강조될 필요가 있다.

Keywords

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[Fig. 1] Korean Serious Games Ecology[4]

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[Fig. 2] Portrait of a Graduate

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[Fig. 3] Systematic Analysis of FCPSOn

[Table 1] Purpose of Government Funding for Serious Games in the Last 8 years

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[Table 2] Comparison of policy environment of serious games in Korea and Fairfax County

KGOHCL_2018_v18n6_17_t0002.png 이미지

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