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http://dx.doi.org/10.7583/JKGS.2020.20.4.101

A Study on the History and Development of Serious Games for Education in Korea  

Yoon, Hyung Sup (Jilin Animation Institute)
Abstract
In this study I divided the development history of educational serious games into three periods. from 1995 to 2020 in Korea. I drew out some characteristics of each period. And I analyzed the correlation between the level of technology and learning effects or fun. so I found out some results. According to my analysis, the level of technology and learning effects and fun are not related to successful factors. While play style which is familiar and accessible to students like casual game has been commercially successful. It also confirmed that well-balanced games between fun and learning effects are a key factor in commercial success.
Keywords
Serious Games; Research and Development; Edutainment; Virtual Reality Games;
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