References
- Strabase, "mobile app market trends", 2014. 1. 20.
- DMC Report, "Current Status and Prospect of the mobile content market", 2014. 3.
- Hyun-su Ahn, So-hye Lim, "The Effects of the User's Motivations for Game Platform Use on Game Addiction", Korea Society For Computer Game, Vol.26, No.1, pp.99-106, 2013.
- KOCCA, "North American market analysis efforts and recent issues of the Japanese mobile game", 2013.
- Yun-kyung Kim, "A Study on the Current Status and Forecast on Social Game in Korea", Korea Society For Computer Game, Vol. 24, No.1, pp113-123, 2011.
- Myeoung-ju Won, Min-cheol Whang, Dong-yeop Lee, "A Study on the SNG function factors about behavior pattern factors and emotion factors of Social Network Game User focused on the internet community", HCI , PP536-538, 2012
- Han-Gook Kim, "An Analysis of Market Trend and Profitability Model for Mobile Social Game : A Case Study of Japanese Mobile Social Game", Journal of the Korea Entertainment Industry Association, Vol.6, No.4, pp82-92, 2012.
- Byoung-Ho Kang, "A Structure of Social Network Game with Reinforced Social Networking Functionality Based upon Empirical Analysis for Game Immersion Factors", Journal of the Korea Entertainment Industry Association, Vol.7, No.2, pp31-36, 2013.
- Chi Hyung Lee, Seong-won Park, "Qualitative Research on Continuous Usage Intention of Mobile Social Network Game", Korea Society For Computer Game, Vol.26, No.4, pp105-110, 2013.
- Yeong-Ju Lee, So-hei Lim, "An Investigation of the Impacts of Genre Characteristics of Mobile Games and Social Network Platform Connection on the Market Performance", Korea Society For Computer Game, Vol.26, No.3, pp25-33, 2013.
- Seul-Yi Kim, Yongkuk Chung, "A Study on the Factors Determining Experience of Flow in Mobile Social Network Games", Journal of Korea Game Society, Vol.13, No.3, pp.55-68, 2013. https://doi.org/10.7583/JKGS.2013.13.3.55
- Csikszentmihalyi, M., "Flow: The psychology of optimal experience." New York: Harper & Row, 1990.
- Webster, Jane, Linda Klebe Trevino, and Lisa Ryan. "The dimensionality and correlates of flow in human-computer interactions", Computers in human behavior, Vol.9, No.4, pp.411-426, 1994. https://doi.org/10.1016/0747-5632(93)90032-N
- Lutz, R. J. & Guiry, M., ,"Intense consumption experience: Peaks, performance and flows. Proceedings of AMA Winter Marketing Educators Conference", St Peterburg FL, pp576-577, 1994.
- Peng Song, Jong-Ho Lee, Byoung-Moo Jung, "A Study on the Influence of Flow, User Satisfaction and Loyalty by the Smart Phone Games Attributes", The e-Business Studies, Vol.15, No.1, pp277-296, 2014 https://doi.org/10.15719/geba.15.3.201406.277
- Nam-Hee Kim, Sang-Chul Lee, Young-Ho Suh, "Strategy of Market Penetration in Japanese Internet Market: Comparing Online Game Loyalty between Korea and Japan with MSEM", Journal of the Korean Society for Quality Management, Vol.31, No.1, pp21-41, 2003.
- Hyeog-In Kwon, Man-Jin Kim, "A Structured Analysis Model of Flow in Mobile Games", Korea Society For Computer Game, Vol.14, pp23-35, 2008.
- Sang-il Han, "The Influence of the Flow on the Intention to reuse of the Mobile Game", Human Resource Development, Vol.8, No.1, pp33-55, 2006.
- Eui-Jun Jeong, Min-Chul Kim, Seoung-Ho Ryu, "Effects of Online Game Service Satisfaction and Content Satisfaction on Users' Game Loyalty". Journal of Korea Game Society, Vol.12, No.4. pp33-44. 2013. https://doi.org/10.7583/JKGS.2012.12.4.33
- Hyeon-Woo Nam, "An Analysis on the Success Condition of Casual Game and Social Network Game from an Immersion View", Korea Society For Computer Game, Vol.26, No.1 pp147-154, 2013.
- Peters, Cara, Christie H. Amato and Candice R. Hollenbeck, "An Exploratory Investigation of Consumers' Perceptions of Wireless Advertising", Journal of Advertising, Vol.36, No.4, 129-145, 2007. https://doi.org/10.2753/JOA0091-3367360410
- Jae-min Kim, Young-joo Lee, Hye-won Lee, "Factors on the Intention to Purchase Charged Items in Mobile Social Network Game", The Korea Contents Society, Vol.14, No.1, pp165-178, 2014. https://doi.org/10.5392/JKCA.2014.14.01.165
- Dong-Wan Ko, Yong-Soon Park Hanahreum Lee, "Influences of the Social Media Use Motivation on the Flow and Leisure Satisfaction - Focusing on the use of Facebook with college students", Korea Academic Society of Tourism Management, Vol.28, No.4, pp137-156, 2013.
- Dong-hyun Min, Gyuhwan Oh, "A Study on Micro-transaction based Payment Model in Mobile Social Network Game", Korea Society For Computer Game, Vol.25, No.4, pp169-179, 2012.
- Novak, T. P. & Hoffman, D. L., "New Metrics for New Media : toward the Development of Web Measurement Standards", World Wide Web Journal, Vol.2, No.1, pp213-246, 1997.
- Cleff, E. B., "Privacy Issues in Mobile Advertising", International Review of Law, Computers & Technology, Vol.21, No.3, pp225-236, 2007. https://doi.org/10.1080/13600860701701421
- Ki-hwa Nam, Jung-sung Yeo, "A Study on Consumers' Acceptance Process of Mobile Advertising", Journal of Consumer Studies, Vol.22, No.4, pp1-28, 2011.
- KOCCA, Game White Paper, 2013.
Cited by
- The Influence of Cross Promotion in Mobile games on Consumer's Attitude toward Game adoption vol.17, pp.2, 2016, https://doi.org/10.5762/KAIS.2016.17.2.112