Analysis on Efficiency for the Quality Elevation of Edu-Game Contents on Mobile Platforms

모바일 플랫폼의 에듀게임 콘텐츠 품질향상을 위한 효율성 분석

  • 안경환 (서울산업대학교 매체공학과) ;
  • 황명철 (서울디지털대학교 재경회계학부)
  • Received : 2009.03.03
  • Accepted : 2009.03.27
  • Published : 2009.06.30


Today, as a core industry of high value added contents, the field of game received great influences as a complex cultural technical industry of multimedia and such. Users of Mobile Web2.0 will now choose the well-made contents and this has become stronger in relation to the technical advancements of mobile platforms such as the Wibro and HSDPA. Accordingly since the year 2006, the Korea Game Industry Agency has begun a public subscription for functional games to elevate the necessity of changes in social recognition for edu-games. Although the current investment effects of edu-games are being valued relatively low in comparison to the scale, outcome and the transparency of the game industry, the created effects of the value added is very high when compared to other industries. The purpose of this study is placed in the political propositions for the edu-game investments necessary in the quality expansions of edu-game contents.


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