- Volume 4 Issue 2
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.
- http://mgame.naver.com/skt/gameView.nhn?cid= 01102725.
- 대한민국게임백서(상), 문화관광부, 한국게임 산업진흥원, pp.104-110, 2007.
- 이병일, "우수 게임 사전제작지원 공모전 지원효과 조사연구", 한국게임산업개발원, (주)엠 브레인, 2007.
- 대한민국게임백서(하), 문화관광부. 한국 게임 산업진흥원, pp.1005-1020, 2007.
- http://mgame.naver.com/skt/gameView.nhn?ci d=01102661.
- 박진우.이은주.김성현.반영환, "모바일의 기능과 사용유형 구조화에 관한연구", 한국디자인학회 (봄 국제학술발표대회), pp.8-9, 2008.