References
- Ahn, J. (2013). The differences of relational outcomes by relationship types: Business relationship vs. friendship. Journal of Marketing Management Research, 18(3), 51-82.
- Anderson, J. C., & Gerbing, D. W. (1992). Assumptions and comparative strengths of the two-step approach: Comment on Fornell and Yi. Sociological Methods & Research, 20(3), 321-333. doi:10.1177/0049124192020003002
- Bae, J., & Kim, M. S. (2013). The effect on the continuance intention to play online game by status and self-congruity. The e-Business Studies, 14(4), 3-25. https://doi.org/10.15719/GEBA.14.4.201310.3
- Bhattacherjee, A. (2001). Understanding information systems continuance: An expectation-confirmation model. MIS Quarterly, 25(3), 351-370. doi:10.2307/3250921
- Bunchball. (2010). Gamification 101: An introduction to the use of game dynamics to influence behavior (White Paper). Retrieved April 17, 2017, from https://www.bunchball.com/gamification101
- Byun, J. Y. (2017, March 22). 나이키, 여성 러너들의 반란 '나이키우먼 하프마라톤' 개최 外 [Nike, women runners' rebellion 'holding Nike women half marathon' and others]. DongA.com, Retrieved April 17, 2017, from http://bizn.donga.com/3/all/20170322/83448986/3
- Choi, B. (2015). The structural relationship among school challenge-support, personality, learning strategies, and learning flow. The Journal of the Korean Society for the Gifted and Talented, 14(2), 69-94. doi:10.17839/jksgt.2015.14.2.69
- Choi, D., Park, S., & Kim, J. (2001). A structured analysis model of customer loyalty in online games. Asia Pacific Journal of Information Systems, 11(3), 1-21. https://doi.org/10.1046/j.1365-2575.2001.011001001.x
- Csikszentmihalyi, M. (1975). Beyond boredom and anxiety. San Francisco, CA: Jossey-Bass.
- Fashionn. (2015, November 2). 코오롱스포츠 트래블라인, 강남 고객 감성 저격한다 [KolonSprots travel line, targeting customers in Gangnam]. Fashionn, Retrieved April 17, 2017, from http://www.fashionn.com/board/read_new.php?table=1006&number=13818&sel_cat=
- Hoffman, D. L., & Novak, T. P. (1996). Marketing in hypermedia computer-mediated environments: Conceptual foundations. Journal of Marketing, 60(3), 50-68. doi:10.1177/002224299606000304
- Hong, B.-S., Kwon, Y. J., Lee, J. W., & Ryu, E.-S. (2012). The effects of fashion blog features on commitment, satisfaction and word-of-mouth intention. Journal of the Korean Society of Clothing and Textiles, 36(2), 244-257. doi:10.5850/JKSCT.2012.36.2.244
- Jeon, J. H. (2016). 이미지 기반 SNS의 특성이 외식업체 브랜드에 대한 구전, 태도, 방문, 구매에 미치는 영향 연구: 인스타그램을 중심으로 [Effects of characteristics of image based SNS on intention to WOM, attitude, visit: Focusing on Instagram]. Unpublished master's thesis, Korea University, Seoul, Korea.
- Jeong, E. J., & Lee, H. R. (2013). A study on the transitional aspects of game 3.0 era: Based on gamification concepts and mechanism. Journal of the Korean Society for Computer Game, 26(4), 87-97.
- Jeong, Y. K. (2004). Development of an integrated model combining relational benefits and core service quality approach influencing relationship commitment in the hotel & food service industry. Unpublished doctoral dissertation, Sejong University, Seoul, Korea.
- Jung, J. J., & Kim, T. U. (2003). An exploratory study for identifying success factors in on-line games: Analysis of game players' behavior. The KIPS Transactions: Part D, 10(6), 1049-1058. doi:10.3745/KIPSTD.2003.10D.6.1049
- Jung, S. Y. (2013). The consequences of customer experience and the determinants of customer loyalty in apparel market. Unpublished master's thesis, Gyeongsang National University, Gyeongsangnam-do, Korea.
- Kim, E. Y. (2017, May 10). '러닝은 경쟁이 아닌 놀이다' 질스튜어트스포츠, 홍대 '프리런 이벤트' 개최 ['Running is a play rather than a competition', holding the 'Free-run event' by Jill Stuart Sport at Hongdae]. Chosunbiz, Retrieved May 15, 2017, from http://biz.chosun.com/site/data/html_dir/2017/05/10/2017051001562.html
- Kim, H.-B. (2016). Effects of Instagram user personality on brand satisfaction and loyalty. The Journal of the Korea Contents Association, 16(6), 450-461. doi:10.5392/JKCA.2016.16.06.450
- Kim, J.-B., Ha, J.-H., & Kim, S.-J. (2010). The influence of arousal, skill, challenge, interactivity, and involvement on flow experience for professional baseball spectator. The Korean Journal of Physical Education, 49(6), 415-424.
- Kim, J. G., & Kim, K.-Y. (2016). A study on how the reward factors of travel agency employees influence organizational commitment and job satisfaction. International Journal of Tourism and Hospitality Research, 30(7), 49-63. doi:10.21298/IJTHR.2016.07.30.7.49
- Kim, J. T., Yoon, H. S., Kang, I. S., Kang, H. H., Kimg, H. T., Kim, S. Y., ..., Hyun, W. J. (2014). 게이미피케이션: 세상을 플레이하다 [Gamification: Playing the world]. Seoul: Hongrung Publishing Company.
- Kim, J. Y. (2012). A study on the effect of critical factors on consumer satisfaction of online game users. Journal of the Korea Society of Computer and Information, 17(11), 163-171. doi:10.9708/jksci/2012.17.11.163
- Kim, R. A., & Han, E. K. (2016). The impacts of use motivation of Instagram brand account on satisfaction and continuous use intention: Focusing on the mediating effect of flow. Advertising Research, 111, 5-39. doi:10.16914/ar.2016.111.5
- Kim, S. A. (2017, March 23). 여성 러너의 새로운 반란 '2017 나이키우먼 하프마라톤 대회' 5월 21일 개최 [New revolution for women runner, '2017 Nike women half marathon']. Hangang Times, Retrieved April 17, 2017, from http://www.hgtimes.com/news/articleView.html?idxno=143676
- Kim, S. D. (2017, March 3). 머렐, 3월 '토토산' 이벤트 어질리티 차지 무료 체험 진행 [Merrell, free experience of agility charge event, on march 'Totomountain']. BetaNews, Retrieved April 17, 2017, from http://betanews.heraldcorp.com/article/682520
- Kim, S. Y. (2011). A study on effect on flow of interface in the screen golf 'a round of golf'. Unpublished master's thesis, Hongik University, Seoul, Korea.
- Kim, S. Y., & Joo, Y. H. (2001). Perceived interactivity and web site loyalty: On the role of flow as a mediating variable. Journal of Consumer Studies, 12(4), 185-208.
- Kim, Y. E., & Park, S. H. (2007). A study on the effects of on-line game influence gamers' flow experience and loyalty. Korean Journal of Broadcasting and Telecommunication Studies, 21(2), 179-208.
- Klimmt, C., Blake, C., Hefner, D., Vorderer, P., & Roth, C. (2009). Player performance, satisfaction, and video game enjoyment. Proceedings of 8th International Conference on Entertainment Computing, France, 5709, 1-22. doi:10.1007/978-3-642-04052-8_1
- Ko, D., & Won, Y. (2016). A study on smart phone user's motivation and flow of SNG: A comparison study with 2011 and 2015. Journal of Learner-Centered Curriculum and Instruction, 16(4), 835-862.
- Ko, Y. S. (2011). A study on the antecedents of flow in online game. Unpublished master's thesis, Konkuk University, Seoul, Korea.
- Koh, J., Choi, S., & An, B. (2015). Determinants of customer loyalty in the context of online shopping: A comparative analysis of internet shopping and mobile shopping. The Journal of the Korea Contents Association, 15(11), 486-500. doi:10.5392/JKCA.2015.15.11.486
- Kwon, B.-Y. (2015). A study on the gamification of SNS. Unpublished doctoral dissertation, Ewha Womans University, Seoul, Korea.
- Lee, H. L., Woo, J. H., Park, M. S., Lee, D. Y., & Jeong, E. J. (2014). A research on the effective development of gamification through case study: Based on game mechanics and game dynamics. Journal of The Korean Society for Computer Game, 27(1), 141-151.
- Lee, S. H. (2014). The impact of consumers' motivations on attitude and repurchase intention in overseas direct purchase shopping. The e-Business studies, 15(6), 39-55.
- Lee, S., Kim, C., & Kwahk, K. (2016). Examining the determinants of the intention of continued Instagram usage: Focused on the moderating effect of the gender. Journal of the Korea Society of Digital Industry and Information Management, 12(2), 61-72. doi:10.17662/ksdim.2016.12.2.061
- Lee, W. H. (2017, March 22). "서울도심을 달리다"...2017 서울 JTBC 나이키우먼 하프마라톤 5월 21일 개최 ["Running downtown of Seoul"...Holding 2017 Seoul JTBC Nikewomen half marathon in May 21]. MoneyS, Retrieved April 17, 2017, from http://m.moneys.mt.co.kr/view.html?no=2017032212508025785
- Lee, Y., Na, S.-M., & Lee, J.-Y. (2015). Instagram of fashion brand's current use and customer attitude based on user attributes. Journal of the Korea Fashion & Costume Design Association, 17(4), 201-217.
- Moon, B. K. (2004). An empirical study on the determining factors of relationship marketing: Focused on hotel industry. Unpublished doctoral dissertation, Seokyeong University, Seoul, Korea.
- Moon, H. H. (2017, April 20). 女러닝족 잡아라...컬러풀 '마라톤 마케팅' [Catch up women runners...Colorful 'marathon marketing']. Maeil Business Newspaper, Retrieved May 15, 2017, from http://news.mk.co.kr/newsRead.php?&year=2017&no=267310
- Moon, H. N., Lee, Y. J., & Park, S. H. (2015). A study on change of gamification marketing through social media: Focusing on the marketing of facebook fan page and instagram hashtag. Design Convergence Study, 14(4), 209-221.
- Moon, H. N., & Park, S. H. (2016). A study on gamification marketing based on social network service. Design Convergence Study, 15(2), 17-35.
- Nam, E.-W. (2011). The effects of blog characteristics on relationship quality and behavioral intention. Unpublished doctoral dissertation, Kyungnam University, Gyeongsangnam-do, Korea.
- New Balance Lifestyle Korea. (2016, March 15). 뉴발란스 우먼스 인스타그램 오픈 이벤트 안내 [Information about opening event of New Balance women's Instagram] [Facebook]. Retrieved April 17, 2017, from https://www.facebook.com/nbkorea.LS/posts/1030343567009413
- Novak, T. P., Hoffman, D. L., & Yung, Y.-F. (2000). Measuring the customer experience in online environments: A structural modeling approach. Marketing Science, 19(1), 22-42. doi:10.1287/mksc.19.1.22.15184
- Oh, M. H., & Kim, I. (2014). The effect of consumer attitude toward fashion products on SNS's characteristics to purchase intention and on-line word of mouth. Journal of Fashion Design, 14(1), 101-120.
- Palmatier, R. W., Dant, R. P., Grewal, D., & Evans, K. R. (2006). Factors influencing the effectiveness of relationship marketing: A meta-analysis. Journal of Marketing, 70(4), 136-153. doi:10.1509/jmkg.70.4.136
- Park, J.-H. (2011). The case study of experience marketing for brand strategy. The Treatise on the Plastic Media, 14(3), 69-76.
- Park, S.-B., & Chung, N.-H. (2010). A factors affecting self presentation desire and participation intention in online game. The e-Business Studies, 11(5), 291-308.
- Park, S.-J., & Cho, S.-H. (2015). The influence of Instagram's posts information attributes on acceptable intentions and word of mouth effect: Focusing on college student in South Korea and the United states. Journal of Digital Convergence, 13(9), 115-128. doi:10.14400/JDC.2015.13.9.115
- Park, Y. M. (2015). The influence of relationship marketing of lifelong education center and adult learners' involvement on the intention of continuous participation. Unpublished master's thesis, Soongsil University, Seoul, Korea.
- Roh, H. J. (2001). A study on the perception of selfrealization through leisure dance activities of adult women. Unpublished master's thesis, Chung-Ang University, Seoul, Korea.
- Sohn, J.-S. (2006). The exproatory study on the effects of emotional response on the flow in the internet games. Journal of Marketing Management Research, 11(1), 1-19.
- Song, H., Kim, J., Tenzek, K. E., & Lee, K. M. (2013). The effects of competition and competitiveness upon intrinsic motivation in exergames. Computers in Human Behavior, 29(4), 1702-1708. doi:10.1016/j.chb.2013.01.042
- Suh, M., Yoo, J., & Rho, T. (2015). Customer participation: The effects of the perceived enjoyment on the product evaluation in the case of kit assembly process. Journal of Marketing Management Research, 20(1), 67-90.
- Vorderer, P., Klimmt, C., & Ritterfeld, U. (2004). Enjoyment: At the heart of media entertainment. Communication Theory, 14(4), 388-408. doi:10.1111/j.1468-2885.2004.tb00321.x
- Yang, H., & Lee, Y. (2008). Effects of challenges and skills on flow-focused on a 2D shopping mall and a 3D shopping mall. Journal of the Korean Society of Clothing and Textiles, 32(4), 573-585. doi:10.5850/JKSCT.2008.32.4.573
- Yang, Y., & Cho, M.-J. (2000). Effect of word-of-mouth communication on consumer's attitude change. The Korean Journal of Advertising, 11(3), 7-34.
- Yang, Y.-S., & Lee, H.-C. (2015). The interactive effect of social media on intention to use based on flow experience: Focusing on moderating effect of different stage in decision process. Korean Journal of Hospitality and Tourism(KJHT), 24(2), 99-119.
- Yoo, C. W., & Choe, Y. C. (2009). The structural relationships between loyalty, identification, perceived playfulness, trust and interactivity in internet shopping site. The e-Business Studies, 10(3), 3-24.
- Zaichkowsky, J. L. (1994). The personal involvement inventory: Reduction, revision, and application to advertising. Journal of Advertising, 23(4), 59-70. doi:10.1080/00913367.1943.10673459