The Gap Between Korean Esports and Educational Gaming

The Gap Between Korean Esports and Educational Gaming

Marc C. DeArmond, Brett E. Shelton, Yu-Chang Hsu
Copyright: © 2022 |Pages: 12
DOI: 10.4018/IJGBL.287828
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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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Esports As A Sport

Professional video game competitions have coalesced around the term esports and gained significant online and television viewership since near the end of the 20th century. Esports has been defined as “a form of sports where the primary aspects of the sport are facilitated by electronic systems; the input of players and teams as well as the output of the esports system are mediated by human-computer interfaces” (Hamari & Sjoblom, 2017, p. 5). However, activities in which participants are playing a board or card game are being broadcast as esports to interested viewers through various streaming platforms. The definition of esports has expanded beyond electronic systems and is more of “a catchall term for games that resemble conventional sports insofar as they have superstars, playoffs, fans, uniforms, comebacks and upsets. But all the action occurs online, and the contestants hardly move” (Segal, 2014, para. 6). According to this definition, chess would be an esport if broadcasted online.

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