References
- KISA, 2016 Survey on the Internet Usage Summary Report, 2017.
- Korea Internet & Security Agency, Report on Smart phone usage situation for the first half of 2012, 2013.
- B. T. Choi, Industry Analysis, Linking the World to Online Games-SNG-Games, HMC Investment Securities, 2010.
- S. J. Yoon, What is a platform?, Hanbit Beads, 2012.
- H. H. Lee, S. S. Kim, and M. S. Lee, "The Effect of Game Contents on User's Intention of Use in Mobile Social Network Games," Journal of Korea Game Society, Vol.15, No.1, pp.17-26, 2015. https://doi.org/10.7583/JKGS.2015.15.1.17
- KOCCA, Korea Game White Paper, pp.70-78, 2014.
- J. H. Jo, KakaoTalk subscriber hit 100 million, khan, 2013.
- KISA, 2012 smartphone use situation survey, 2012.
- Y. K. Kang, Korea became one thanks to Anifang, Midas, 2013.
- OSEN, Online games, cumulative downloads exceeding 100 million ... The arrival of the global game platform, 2013.
- H. C. Kim, S. L. Huh, and J. H. Chio, "Factors affecting the continuous use intention of smartphone Social Network Games : With a focus on the value model," Journal of Korea Game Society, Vol.12, No.3, pp.11-24, 2012. https://doi.org/10.7583/JKGS.2012.12.3.11
- M. Csikszentmihalyi, Flow: The psychology of optimal experience, New Yori: Harper and Row, 1990.
- E. H. Oh and C. S. Kim, "A Study on the Characteristics of Digital Games Affecting the Flow, Perceived Enjoyment, and Intention to Use of Digital Games: Concerning the Users of Paid and Free Games," The Journal of Internet Electronic Commerce Research, Vol.9, No.3, pp.133-166, 2009.
- J. Steve, N. Lisa, C. Sabryna, and G. Margaret, "Let the Games Begin - Gaming Technology and Entertainment among College Students," Pew Internet & American Life Project 2003, 2003.
- S. J. Lee, "A Study on the effects of flow on customer satisfaction and Brand loyalty in mobile games," The Graduate School of Chonnam National University Master's Thesis, 2006.
- D. S. Choi, S. J. Park, and J. W. Kim, "A Structured analysis model of customer loyalty in online games," Asia Pacific Journal of Information Systems, Vol.11, No.3, pp.1-21, 2001. https://doi.org/10.1046/j.1365-2575.2001.011001001.x
- C. Crawford, "Art of Computer game design," McGraw-Hill, 1984.
- C. Clanton, "An Interpreted Demonstration Computer game design," 98CHI conference, pp.1-2, 1998.
- G. Costikyan, Why Online Games Suck, 1998.
- E. H. Oh, "Mobile Game Business Acceptance strategies of Mobile Game Service Types," IMDHU, Vol.28, pp.43-68, 2012.
- S. C. Lee, N. H. Kim, and Y. H. Seo, "The Effect of flow and addiction upon satisfaction and customer loyalty in online games," Korean Management Review, Vol.32, No.5, pp.1479-1501, 2003.
- J. J. Jung and T. U. Kim, "An Exploratory study for identifying success factors in On-line games: Analysis of game players behavior," Korea Information Processing Society, 10-D(6), pp.1049-1058, 2003.
- Y. S. Ko, "A Study on the antecedents of flow in online game," Department of Business Adminstration, The Graduate School of Konkuk University Master's Thesis, 2011.
- J. Baron, Glory and Shame: Powerful Psychology in Multiplayer Online Games, Gamasutra, 1999.
- J. J. Jung, "An Empirical study for identifying players' loyalty factors in online game," Journal of Korea Multimedia Society, Vol.7, No.4, pp.484-495, 2004.
- Y. E. Kim and S. H. Park, "A Study on the online game use influences in game flow and addiction," Korean Journal of Journalism and Communication Studies, Vol.51, No.1, pp.355-496, 2007.
- J. E. Park, Y. S. Chio, and H. I. Kwon, "An Empirical Study on the factors affecting the serious game flow," Journal of Korean Society for Computer Game, Vol.19, pp.85-93, 2009.
- M. Chayko, Porvy communities: The social dynamics of online and mobile connectedness, SUNY Press, 2008.
- B. Betsy, "Moving beyond the game: Social virtual worlds," The State of Play 2 conference, 2004.
- S. Rafaeli, "Interactivity: From New Media to Communication in Advancing Communication Science," Sage Annual Review of Communication Research, 16, Sage Publications, pp.110-134, 1988.
- D. L. Hoffman and T. P. Novak, "Marketing in Hypermedia Computer-Mediated Environments: Conceptual Foundations," Journal of Marketing, Vol.60, pp.50-68, 1996. https://doi.org/10.2307/1251841
- G. Wu, "Perceived Interactivity and Attitudes Toward Web Sites," in Marilya Roberts eds., The Proceedings of the American Academy of Conference, Granville, Univ. of Florida, pp.254-262, 1999.
- L. Yuping and L. J. Shrum, "What is Interactivity and is it Always Such a Good Thing? Implications of Definition, Person, and Situation for the Influence of Interactivity on Advertising Effectiveness," Journal of Advertising, Vol.31, No.4, pp.53-64, 2002. https://doi.org/10.1080/00913367.2002.10673685
- D. R. Fotin and R. R. Dholakia, "Interactivity and Vividness Effects on Social Presence and Involvement with a Web-Based Advertisement," Journal of Business Research, Vol.58, pp.387-396, 2005. https://doi.org/10.1016/S0148-2963(03)00106-1
- N. Y. Park, A Study on the mobile interaction design research in terms of 'flow': For mobile game design, The Graduate school of Hong -Ik University Master's Thesis, 2004.
- K. K. Kang, An Effect of the online game attribute on the flow factor and game loyalty, The Graduate School of Kyungpook National University Master's Thesis, 2007.
- F. D. Davis, "Perceived Usefulness, Perceived Ease of Use and User Acceptance of Information Technology," MIS Quarterly, Vol.13, No.3, pp.319-340, 1989. https://doi.org/10.2307/249008
- V. Venkatesh, "Determinants of Perceived Ease of Use: Integrating Control, Intrinsic Motivation, and Emotion into the Technology Acceptance Model," Information Systems Research, Vol.11, No.4, pp.342-365, 2000. https://doi.org/10.1287/isre.11.4.342.11872
- E. M. Rogers, Diffusion of Innovations, 4th Edition, Free Press: New York, 1995.
- J. Nielsen, Usability Engineering, Academic Press, New York, 1993.
- M. Fishbein and I. Ajzen, "Belief, Attitude, Intention, and Behavior: An Introducetion to Theory and Research," Addison-Wesley, 1975.
- K. H. Han and T. U. Kim, "Factors influencing users' intension to play mobile games: A Combination of game-contents traits and mobile handset's capabilities into the technology acceptance model," Information Systems Review, Vol.7, No.2, pp.41-59, 2005.
- J. A. Ghani and S. P. Deshpande, "Task Characteristics and the Experience of Optimal Folw in Human-Computer Interaction," The Journal of Psychology, Vol.128, No.4, pp.381-391, 1994. https://doi.org/10.1080/00223980.1994.9712742
- L. K. Trevino and J. Webster, "Flow in computer -mediated communication," Communication Research, Vol.19, No.5, pp.539-573, 1992. https://doi.org/10.1177/009365092019005001
- J. K. Son, Y. J. Moon, and J. H. Lee, "The Effects of Social Commerce Attributes on Trust, Commitment, and Loyalty," Journal of the Korea Contents Association, Vol.12, No.2, pp.265-275, 2012. https://doi.org/10.5392/JKCA.2012.12.02.265
- Sheth, Bruce, I. Newmann, and L. Brabara, Gross, "Consuption Value and Market Choice: Theory and Application," NewYork: South - western Publishing, 1991.