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A Basic Study for Development of Youth On-line Game Competence Quotient

청소년 대상 온라인 게임 역량 지수 개발을 위한 기초 연구

  • Kim, Ki-Suk (Dept. of Information & Contents, College of Natural Science Kwangwoon univ.)
  • 김기석 (광운대학교 자연과학대학 정보콘텐츠학과)
  • Received : 2017.05.22
  • Accepted : 2017.07.20
  • Published : 2017.07.28

Abstract

Human resources required in society of knowledge and information are those who not only learn about knowledge and information but also apply those acquired sources to creatively trouble-shoot issues through independent or cooperative relationship. This study is to clarify that there is a positive effect from use of on-line game by youth as youth may have an opportunity to learn the competence required by present and future society of knowledge and information. Moreover, this study is to propose that positive competence may be acquired through on-line game and that the systematic device is required to show the classification of competence from game under characteristics of users. For upright settlement of gaming culture, game companies and the government are required to cooperate actively. Therefore, it is expected that the data from this study will be used as basis of studies of development of youth on-line game competence Quotient to grant upright gaming culture and youth on-line game competence Quotient.

Keywords

Youth;On-line Game;Competence Quotient;Policy Proposal;Gaming Competence;Game Competence Quotient

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