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Article
The Gap Between Korean Esports and Educational Gaming
International Journal of Game-Based Learning
  • Marc C. DeArmond, Boise State University
  • Brett E. Shelton, Boise State University
  • Yu-Chang Hsu, Boise State University
Document Type
Article
Publication Date
1-1-2022
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.

Citation Information
Marc C. DeArmond, Brett E. Shelton and Yu-Chang Hsu. "The Gap Between Korean Esports and Educational Gaming" International Journal of Game-Based Learning (2022)
Available at: http://works.bepress.com/brett_shelton/54/