The purpose of this study is to analyze domestic papers related to internet game research for the disabled and to examine specific research trends, and to analyze qualitative data on internet games of special education subjects through special education teachers of expert interviews. For this purpose, the research list was collected by using the database of academic research information service provided by the Academic Education Information Service from 2000 to 2019. The 70 research subjects selected for analysis were keyword cleansing and extracted key keywords using KrKwic program, and NodeXL program was used to visualize the connection centrality between keywords. As a result of analysis, a total of 316 keywords were extracted from 70 papers, and the most frequent keywords were intellectual disability , functional game , disabled person , feeling game , deaf and smar-tphone . Appeared in order. In addition, a total of 25 groups were formed as a result of nomadic grouping using the Wakita-Tsurumi algorithm cluster method. And qualitative data were collected from 9 selected special teachers through structured written interviews and analyzed through a phenomenological approach. Through this study, we were able to confirm the awareness and level of special education subjects smartphone and internet use. Based on the results of responding with nine categorized themes, the study explored ways to be meaningful and useful in special education such as smart-phone education for special education subjects and contents development using them.