References
- Yoon-Su Jeong, Sung-Hee Woo and Sang-Ho Lee, "Inter-domain AuthenticationMechanismusingMIPv6 in Portable Internet Environments," Jurnal of the Korea Society of Computer Information, Vol. 11, No .2, pp.223-230, May 2006.
- Kim Yeong Lye and Rhee Rang Won, " Real-Time Evaluation SystemUsing User Profile for Acquisition of A Computer Certificate of Qualification," Jurnal of the Korea Society of Computer Information, Vol. 11, No .2, pp.153-158, May 2006,
- Wi Jung Hyun, "Online Game Business Strategy," Je Woo Media, 2006
- Griffithes,M.D., Davis,M.N.O. andWilliams, D., "Where Everybody Knows Your (Screen) Name : Online Games as 'Third Places'," Journal of Computer-Mediated Communication, Vol. 11, pp.885-909, 2006. https://doi.org/10.1111/j.1083-6101.2006.00300.x
- Korea Creative Content Agency, Strategy and Plinning Team, "Korea Game Index," 2012
- http://news.xinhuanet.com/fortune/2012-03/30/c_111721622.htm, May 2012.
- http://www.ccnt.gov.cn/xxfbnew2011/xwzx/gzdt/201203/t20120330_235407.html, May 2012
- Daily Game, 18. May 2012.
- http://www.pearlresearch.com, May 2012 Visiting May 2012
- Ackley, 98 Roundtable Reports ; Better Sound Design, Gamasutra, 1998.
- Sanchez-Crespo, D., 99 Froma Game Development Perspective, Gamasutra, 1999
- Woodcock, W., AI : The State of The Industry, Gamasutra, 1999.
- Young, K.S., "Internet Addiction : The Emergence of a New Clinical Disorder," Paper Presented at the American Psychological Association, Toronto, Canada, August 1996.
- Young, K.S., "Caught in theNet :Howto Recognize the Signs of Internet Addiction and Winning Strategy for Recovery," John Wiley & Sons, Inc., 1998.
- Young, K.S., "Internet Addiction : Symptoms, Evaluation and Treatment, in Innovations in Clinical Practice," Professional Resource Press, 1999.
- Young, K.S., "Internet Addiction : A New Clinical Phenomenon and Its' Consequences," American Behavioral Scientist, Vol.48, pp.402-415, Dec. 2004. https://doi.org/10.1177/0002764204270278
- Lee Sang Chul, KimNamHee, Suh Young Ho, "The Effect Of Flow And Addiction Upon Satisfaction and Customer Loyalty inOn line Games," KBR, Vol. 32, No. 5, pp.1479-1501, Oct. 2003.
- Donaton, S. Pathfinder Blaze a Trail to Ads, Advertising Age Inc., 1995.
- Korea Creative Content Agency, Strategy and Plinning Team, Korea Game Index, 2012.
- Paisley,W, "Computerizing Information : Lessons of a Video Text Trial," Journal of Communication, Vol. 33, pp.153-161, 1993.
- Pavlik, J., New Media Technology : Cultural and Commercial Perspectives, Needham Heights, MA : Allyn & Bacon, 1996.
- Rogers, E.M., Discussion of Innovations, 4th ed. NY : The Free Press, 1995.
- Walther, J.B. and Burgoon, J.K. "Relational Communication in Computer-Mediated Interaction," Human Communication Research, Vol. 19, No. 1, pp.50-88, 1992. https://doi.org/10.1111/j.1468-2958.1992.tb00295.x
- Aaker, J. "The Malleable Self : The Role of Self-Expression in Persuasion," Journal of Marketing Research, Vol.36, No.1, pp.45-57, 1999. https://doi.org/10.2307/3151914
- Fournier, S., "Consumer and Their Brands : Developing Relationship Theory in Consumer Research," Journal of Consumer Research, Vol.24, No.4, pp.343-373, 1998. https://doi.org/10.1086/209515
- Yoon Su Youn, "Factors Influencing on Internet Game Addiction and Flow," MA dissertation, Graduate School of Ajou, 2005.
- Woo Jin, "A Study on The Online Game and Its Influences," MA dissertation, Graduate School of Multimedia, DanKook University, 2002
- Park Lyoung Joo, "Interaction on Online Game Level Design : Focused On "Lineage" as MMORPG", MA dissertation, The Graduate School of Sogang Univ, 2005,
- Moon, J.W. and Kim, Y.G., "Extending the TAM for a World-Wide-Web Context," Information & Management, Vol.38, pp.217-230, 2001. https://doi.org/10.1016/S0378-7206(00)00061-6
- Webster, J. and Martocchio, J.J., "The Differential Effects of Software Training Previws on Training Outcomes," Journal of Management, Vol. 21, No. 4, p.775, 1995.
- UmMyoung Yong, RheeWoo Hun, Oh Jun Hwan, " Factors Influencing Online Game Play of Adolescence: An Examination of Social and Individual Playfulness", BMR, Vol. 13, No. 1 pp.165-179, June 2006.
- YuWoo Kyung, "Online Game Characteristic On The Adolescent's Flow And Addiction of Online Game," PhD dissertation, The Graduate School of Myunggi University, 2010.
- Csikzentmihalyi,M., Flow: The Psychology of Optimal Experience, Harper and Row Inc., 1990.
- Hoffman, D.L. and Novak, T.P., "Marketing in Hypermedia Computer-Mediated Environments : Conceptual Foundation," Journal of Marketing, pp.50-68, Jul. 1996.
- Saltzman, M., "Game Design : Secrets of the Sages". Indianapolis, IN : Brady Publishing, 1999.
- Park Chul Hyung, "A Study of Social Experience in On-Line Game Users : Base on Lineage Users", MA dissertation, The United Graduate School of Thechnology, Yonsei Univ., 2005.
- Lee Seok Jae, "A Study On The Determinent For Customer's Purchase Intention In Online Computer Games," MA dissertation, Grduate School of Industral Management, Chung ang Univ., 2004.
- Mulligan, J. and Patrovsky, B., Developing Online Games: An Insiders Guide, New Riders, 2003.
- SpectorW., Remodeling RPGs for the New Millennium, Gamasutra, http://www.gamasutra.com/view/feature/3309/remodeling_rpgs_for_the_new_.php, Jun. 2012. Visiti
- HanGae Sook, "The Performance andDeterminants of Brand Community Commitment," MA dissertation, Graduate School of Korea University, 2001.
- Lee Sang Chul, KimNamHee, Suh Young Ho, "The Effect Of Flow And Addiction Upon Satisfaction and Customer Loyalty in On line Games," KBR, VOL.32, No.5, pp.1479-1501, Oct. 2003.
- Sanchez-Crespo, D., 99 Froma Game Development Perspective, Gamasutra, 1999.
- Liu Zhi, "A Study on the Effect of Online game Attributes on Customer Satisfaction and Costomer Royalty," MA dissertation, Graduate School of PaiChai University, 2009.
- Saltzman, M., "Game Design : Secrets of the Sages". Indianapolis, IN : Brady Publishing, 1999.
- Spector W., Remodeling RPGs for the New Millennium, Gamasutra, http://www.gamasutra.com/view/feature/3309/remodeling_rpgs_for_the_new_.php, Jun. 2012. Vis
- Sung Jung Un, "Effect of Online Game Character's Sex Appeal On Game," MA dissertation, Graduate School of Hong Ik Univ., 2004
- KimEun Kyung, "A Study on Possible Ways to Make Future Mobile Game Designs to Meet Game Users' Propensity", MA dissertation, Graduate School of Education, HongIk University, 2009,
- Oliver, R.L., "A Cognitive Model of the Antecedents and Consequences of Satisfaction Decisions," Journal of Marketing Research, Vol. 17, Nov. 1980.
- Reicheld, F., The Ultimate Question 2.0 (Revised and Expanded Edition): How Net Promoter Companies Thrive in a Customer-Driven World, Harvard Business Review Press, 2011.
- Lin, C.S., Wu, S. and Tsai, R.J., "Integrating Perceived Playfulness into Expectation-Confirmation Model for Web Portal Context," Information and Management, Vol.42, pp.683-693, 2005. https://doi.org/10.1016/j.im.2004.04.003
- Lee Hee Sung, "A Study of The Influence of User Satisfaction With Online Games on Purchase Intention For Mobile Game," MA dissertation, The Graduate School of Technology of Business, Sookmyung Women's University, 2006.
- Byun Hyun Min, "The Study Of Commitment And Customer Loyalty of During on line Game's Vitual Community Activation," MA dissertation, The Graduate School, Han Yang University, 2007.
- Kim Eung Yeol, " The Understanding of Scoial Research Methods," Kupress, p.183, 2004.
- Ryu SungHo, ShinHung Chul, Jung E Jun, Yang So Yen and KimYoung Sun, " Situation and An Effective Plan for Dealing Whit Game Addition", Game Supply Center, 2002.
- Lee Sang Chul, KimNamHee, Suh Young Ho, "The Effect Of Flow And Addiction Upon Satisfaction and Customer Loyalty in On Line Games," KBR, Vol. 32, No. 5, pp.1479-1501, Oct. 2003.
Cited by
- 소셜 커머스 사이트에서의 정보품질이 소비자의 만족과 지속적 이용의도에 미치는 영향 vol.18, pp.3, 2012, https://doi.org/10.9708/jksci.2013.18.3.127
- 게임 캐릭터의 성격 정의를 위한 자아 상태와 5대 성격 요인의 연관성 연구 vol.20, pp.1, 2012, https://doi.org/10.9708/jksci.2015.20.1.075