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논문 기본 정보

자료유형
학술저널
저자정보
Chang Gyu Oh (Kyungnam University)
저널정보
한국인터넷전자상거래학회 인터넷전자상거래연구 인터넷전자상거래연구 제23권 제5호
발행연도
2023.10
수록면
95 - 106 (12page)
DOI
10.37272/JIECR.2023.10.23.5.95

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초록· 키워드

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The need and market for digital healthcare is growing due to the development of medical, bio, and ICT technologies. Digital healthcare increases accessibility for patients and enables medical professionals to deliver accurate and effective treatment. However, in the end, the effectiveness of the treatment and the efficiency in treating the patient become crucial concerns. Recently, amidst the rapidly changing information age, including the 4th Industrial Revolution and Metaverse, the healthcare industry has witnessed the emergence of digital therapeutics incorporating e-Sports. E-Sports can be expected to fulfill the role of a digital treatment by actively leveraging the sense of achievement and competitive spirit derived from its competitive structure. To achieve this goal, firstly this study examined the roles and categories of current digital therapeutics. In order to explore the link between digital therapeutics and e-Sports, existing cases of successful digital therapeutics applied with e-Sports from around the world were explored. As a result, this paper examines the current status and latest trends and of digital therapeutics while exploring the role and challenges of e-Sports as a form of digital therapeutics.

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Abstract
Ⅰ. Introduction
Ⅱ. Digital therapeutics concepts and characteristics
Ⅲ. Classification of digital therapeutics
Ⅳ. Gamified Digital Therapeutics
Ⅴ. Conclusion
References

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