Special Lecture Held to Improve Game Perception for Future Industry Professionals
업계 예비 종사자 대상, 게임 인식 개선 특강 열렸다
2026.07.06 13:59 UTC+9
AI Summary
The GRAC held special lectures to mentor future game industry professionals. Sessions covered eSports career development and essential game rating regulatory procedures. The committee aims to foster core talent through ongoing practical education and industry-focused policy support.

The Game Rating and Administration Committee (GRAC) hosted a series of special lectures on July 2nd and 4th, aiming to refine the perspectives of future industry professionals and sharpen their practical skill sets.
These sessions were crafted to navigate the rapidly shifting tides of the gaming industry while fostering a healthy ecosystem through informed awareness and hands-on expertise.
On the 2nd, the second special lecture took place at the Korea Game Science High School in Wanju, Jeonbuk, drawing 80 students majoring in eSports. The curriculum covered ▲ the current status and future outlook of the eSports industry, led by Secretary General Kim Cheol-hak of the Korea e-Sports Association (KeSPA), and ▲ an exploration of eSports career paths, delivered by Park Hwan-hee, a game rating specialist and former professional eSports player.
Following this, the third special lecture was held on the 4th at the Gyeonggi Center for Creative Economy & Innovation in Seongnam, Gyeonggi, aimed at 40 participants from the Romantic Game Youth Group—a collective of aspiring developers and entrepreneurs. The session focused on the practicalities of a game launch, including ▲ an overview of the game rating system and ▲ case studies on how to apply for and obtain ratings.
GRAC Chairperson Seo Tae-geon remarked, "I hope these lectures serve as a clear roadmap for the future leaders of our industry as they map out their careers and prepare for the realities of the field." The Chairperson added, "We remain committed to expanding field-oriented policy support and substantive educational opportunities to help our youth evolve into highly skilled professionals in this ever-changing landscape."
This initiative was co-hosted by the GRAC, the Korea Game Policy Society, the Korea Game Science High School, and the Romantic Game Youth Group, with additional sponsorship from the Korea Association of Game Industry and Tencent.

게임물관리위원회(이하 게임위)는 7월 2일과 4일, 미래 게임산업을 이끌어갈 예비 종사자를 대상으로 게임 인식 개선 및 전문 역량 강화를 위한 특별 강연을 개최했다.
급변하는 게임산업 현장 트렌드를 공유하고, 건전한 게임 생태계 조성을 위한 올바른 인식과 실무 역량 함양을 위해 마련했다.
지난 2일, 한국게임과학고등학교(전북 완주군 소재)에서 열린 제2회 게임 인식 개선 특강에는 e스포츠 전공 재학생 80명이 참석했다. 강연은 ▲ e스포츠 산업의 현황과 전망(김철학 한국e스포츠협회 사무처장), ▲e스포츠 진로 탐구(박환희 게임물전문지도사, 전 e스포츠 선수)를 주제로 진행됐다.
이어서 4일 경기창조경제혁신센터(경기 성남시 소재)에서 열린 제3회 게임 인식 개선 특강은 낭만게임청년단(예비 게임 개발․창업자) 40명을 대상으로 했다. ▲게임 등급분류 제도 안내 ▲게임 등급분류 신청 방법 및 결정 사례를 중심으로 게임 출시 과정에서 알아야 할 실무 지식을 전달했다.
게임위 서태건 위원장은 "이번 특강이 미래 게임 산업의 주역이 될 인재들에게 진로 설계와 실무 준비에 확실한 이정표가 되길 바란다"며, "앞으로도 변화하는 게임산업 환경에 맞춰 청년들이 전문성을 갖춘 핵심 인재로 성장할 수 있도록 현장 중심의 정책 지원과 내실 있는 교육 기회를 지속적으로 확대해 나가겠다"고 밝혔다.
이번 특강은 게임위, 한국게임정책학회, 한국게임과학고등학교, 낭만게임청년단이 공동 주최하고 한국게임산업협회와 텐센트가 후원했다.
This news was translated by AI.
Let's not lose our initial resolve. Meticulously, one by one. risell@gamemeca.com
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