References
- Andreou,E.,Svoli,H.,"The Association Between Internet User Characteristics and Dimensions of Internet Addiction Among Greek Adolescents", International Journal of Mental Health and Addiction, Vol.11(2013), pp. 139-148. https://doi.org/10.1007/s11469-012-9404-3
- Brian, D. N., Peter, W., "Addiction to the Internet and Online Gaming", CyberPsychology & Behavior, Vol.8(2005), pp. 110-113. https://doi.org/10.1089/cpb.2005.8.110
- Chalmers,P.A., "The role of cognitive theory in human-computer interface", Computers in Human Behavior, Vol.19 (2003), pp. 593-607. https://doi.org/10.1016/S0747-5632(02)00086-9
- Choi, H., Choi,E., and Song.S., "The structure of affection descriptors for social network game: case study of CityVille on facebook", Multimedia Tools and Applications, Vol.68 (2014), pp. 375-389. https://doi.org/10.1007/s11042-012-1310-y
- Dijkstra,T.K.,"Latent variables and indices: Herman Wold's basic design and partial least squares", In: Vinzi VE, Chin WW, Henseler J, Wang H (eds) Handbook of partial least squares, Springer Handbooks of computational statistics, 2010, pp. 23-46.
- Gray,W.D.,John,B.E.,and Atwood,M.E.,"Project Ernestine: Validating a GOMS analysis for predicting and explaining real-world task performance", Human Computer Interaction, Vol.8.(1993), pp. 237-309. https://doi.org/10.1207/s15327051hci0803_3
- Griffiths,M.D., Davies,M.N.O., and Chappell,D.,"Online computer gaming: a comparison of adolescent and adult gamers", Journal of Adolescence, Vol.27(2004), pp. 87-96. https://doi.org/10.1016/j.adolescence.2003.10.007
- Hair,J.F.Jr., Hult,G.T.M., Ringle, C., Sarstedt, M., A Primer on Partial Least Squares Structural Equation Modeling (PLS-SEM), SAGE Publications, 2014.
- Hardie, E., Tee, M.Y.,"Excessive Internet Use: The Role of Personality, Loneliness and Social Support Networks in Internet Addictions", Australian Journal of Emerging Technologies and Society, Vol.5(2007), pp. 34-47.
- Hargittai,E.,"Whose space? Differences among users and non-users of social network sites", Journal of Computer-Mediated Communication, Vol.13(2008), pp. 276-297.
- Isbister,K., Schaffer,N., Game Usability: Advancing the Player Experience, Morgan Kaufmann, MA 2008, pp 317-343.
- Janet, M., "Internet Abuse: Emerging Trends and Lingering Questions", in Azy Barak,(eds.), Psychological aspects of cyberspace: theory, research, applications, Cambrigde, 2008.
- John,B.E., Kieras,D.E.,"The GOMS family of user interface analysis techniques: comparison and contrast", Journal ACM Transactions on Computer-Human Interaction (TOCHI), Vol.3 (1996), pp. 320-351. https://doi.org/10.1145/235833.236054
- Kang,Y., Lee,H.,"Understanding the role of an IT artifact in online service continuance: An extended perspective of user satisfaction", Computers in Human Behavior, Vol. 26 (2010), pp. 353-364. https://doi.org/10.1016/j.chb.2009.11.006
- Ko,C., Hsiaod,S., Liud,G., Yena,J., Yang,M., Yen,C., "The characteristics of decision making, potential to take risks, and personality of college students with Internet addiction", Psychiatry Research, Vol.175 (2010), pp. 121-125. https://doi.org/10.1016/j.psychres.2008.10.004
- Kuss,D.J., Griffiths,M.D., and Binder,J.F., "Internet addiction in students: Prevalence and risk factors", Computers in Human Behavior, Vol.29(2013), pp. 959-966. https://doi.org/10.1016/j.chb.2012.12.024
- Lam,L.T., Peng,Z., Mai,J., Jing,J.,"Factors Associated with Internet Addiction among Adolescents", CyberPsychology & Behavior, Vol.12(2009), pp. 551-555. https://doi.org/10.1089/cpb.2009.0036
- Lee,S., Yang,S., Human Sensibility Ergonomics , ChungMoonKak, 1996.
- Mun,Y., and Hwang,Y., "Predicting the use of web-based information systems: self-efficacy, enjoyment, learning goal orientation, and the technology acceptance model." International journal of human-computer studies, Vol.59 (2003), pp. 431-449. https://doi.org/10.1016/S1071-5819(03)00114-9
- Nicole.L.,"Why we play games: Four keys to more emotion without story", http://www.xeodesign.com/xeodesign_whyweplaygames.pdf 2015.7.28.
- Ruan, X.,Cho, D.,"Relation between Game Motivation and Preference to Cutscenes", The Korean Society of Cartoon & Animation Studies, Vol. 36(2014), pp.573-592. https://doi.org/10.7230/KOSCAS.2014.36.573
- Shin, D., Shin, Y., "Why do people play social network games?", Computers in Human Behavior, Vol.27(2011), pp.852-861. https://doi.org/10.1016/j.chb.2010.11.010
- Siang,A.C.,Zaphiris,P., and Mahmood,S., "A model of cognitive loads in massively multiplayer online role playing games", Interacting with computers, Vol.19(2007), pp. 167-179. https://doi.org/10.1016/j.intcom.2006.08.006
- Song,I.,Larose,R.,Eastin,M.S.,Lin,C.A.,"Internet Gratifications and Internet Addiction: On the Uses and Abuses of New Media", CyberPsychology & Behavior, Vol. 7(2004), pp.384-394. https://doi.org/10.1089/cpb.2004.7.384
- Statistics Facebook, 2015, http://www.statista.com/statistics/264810/number-of-monthlyactive-facebook-users-worldwide/ 2015.7.28.