References
- Wi, Jong Hyun and Eun Suk Wohn, "The Effectiveness of politics class using online game 'Goonju' at elementary school", Journal of Korea Gaming Society, 9(5), pp. 83-93, 2009.
- Wohn, Eun Suk and Jong Hyun Wi, "G learning effectiveness in 5th grader's English class", Journal of Korea Contents Society, 12(10), pp. 541-554, 2012.
- Wi, Jong Hyun and Insoo Song, "The analysis of G learning as an educational tooon elementary Math class-", Journal of Korea Gaming Society, 11(3), pp. 55-62, 2011.
- Wi, Jong Hyun, Online game meets education, Hankyungsa, 2008.
- Rogers, E. M. Diffusion of innovations, Simon and Schuster, 2010.
- De Marez Lieven, S. B., and Verleye Gino, "ICT-innovations today: making traditional diffusion patterns obsolete, and preliminary insight of increased importance", Telematics and Informatics, 21권 3호, pp. 235-260, 2004. https://doi.org/10.1016/j.tele.2003.11.001
- Bryant, J., S. Thompson, and B. W. Finklea, Fundamentals of media effects, Waveland Press, 2012.
- Moore, G. A. "Crossing the chasm: Marketing and selling high-tech products to mainstream customers (Rev. ed.)", New York: Harper Business, 1999.
- Whang, Minwoo and Sungjun Hong, "The analysis on the reason of new product chasm", Asia Marketing Journal 7(4), pp. 59-77, 2006.
- Lee, Eunhee, "case study: Evolution on teaching and learning, G learning", Journal of Information processing society, 17(1), pp. 117-121, 2010.
- Ko, Sunjoo and Hyejung Ko, "Problem solving on coputer gaming", Journal of Korea Psychology Society, 14(2), pp. 29-42, 2001.
- Wi, Jong Hyun, Nara Oh and Yang Eun Kim, "The analysis of effectiveness on economics class through online gaming", Journal of Korea Gaming Society, 5(4), pp. 13-22, 2005.
- Wi, Jong Hyun and Eunsuk Wohn, "Using online game as an educational tool : on the management class of college students", Journal of Korea Gaming Society 6(4), pp. 25-37, 2006.
- Wi, Jong Hyun and Duyoung Cho, "Effectiveness of G learning of Math class", Journal of Korea Gaming Society, 10(6), pp. 21-44, 2010.
- Kim, Jungyel and Yunjung Chang, "Effectiveness of MMORPG in elementary English class", Multimedia-Assisted Language Learning, 11(1), pp. 103-125, 2008.
- Kim Jaehui and Miran Song, "Search on new opinion leader on online", Consumer Research, 19(2), pp. 93-113, 2008.
- Goldsmith, R. E. and C. F. Hofacker, "Measuring consumer innovativeness." Journal of the Academy of Marketing Science, 19권 3 호, pp. 209-221, 1991. https://doi.org/10.1007/BF02726497
- Goldsmith, R. E. and L. R. Flynn, "Identifying innovators in consumer product markets", European Journal of Marketing, 26 권 12호, pp. 42-55, 1992. https://doi.org/10.1108/03090569210022498
- Nunnally, J. C., Psychometric theory, New York: McGraw-Hill, 1978.
- Van de Ven, A. H. and D. L. Ferry, Measuring and assessing organizations, New York: Wiley, 1980.