참고문헌
- Rollings, A., & Ernest, A., "Andrew Rollings and Ernest Adams on game design", New Riders, 2003.
- Dillon, T., "A dventure games for learning and storytelling", UK, Futurelab Prototype Context Paper, Adventure Author, 2005.
- Brand, J., "The narrative and ludic nexus in computer games: Diverse worlds II", DiGRA : Changing Views: Worlds in Play, 2005.
- Jenkins, H., "Game Design as Narrative Architecture", in Wardrip-Fruin, N. and Harrington, P. eds. First Person: New Media as Story, Performance, and Game, The MIT Press, Cambridge, pp118-130, 2004.
- Aarseth, E., Smedstad, S. M., & Sunnana, L., "A multi-dimensional typology of games", in Level Up Games Conference, DiGRA, pp48-53, 2003.
- L. Nacke, and C. A. Lindley, "Flow and immersion in first-person shooters: measuring the player's gameplay experience," In Proceedings of the 2008 Conference on Future Play: Research, Play, Share, pp81-88, ACM, Nov, 2008.
- K. Hullett, and J. Whitehead, "Design Patterns in FPS Levels", In proceedings of the Fifth International Conference on the Foundations of Digital Games, ACM, New York: Press, pp78-85, Jun, 2010.
- G. Choi, H. Jin, and M. Kim, "Relations between Choke Point Types and Cover Pattern Properties in FPS Game Level Design," Journal of Korea Game Society, Vol. 14, No. 4, pp27-36, Aug, 2014. https://doi.org/10.7583/JKGS.2014.14.4.27
- G. Choi, and M. Kim, "Configuration of Planned Level Design Patterns by Player Behavior Analytics in FPS Game," International Journal of Digital Content Technology and its Applications, Vol. 9, No. 3, pp29-38, Jun, 2015.
- Fox, C. M., & Brockmyer, J. H., "The development of the game Engagement Questionnaire: A measure of engagement in video game playing: Response to reviews. Interacting with Computers, Vol. 25, No. 4, pp290-293, 2013. https://doi.org/10.1093/iwc/iwt003
- Jennett, C., Cox, A. L., Cairns, P., Dhoparee, S., Epps, A., Tijs, T., & Walton, A., "Measuring and defining the experience of immersion in games", International journal of human-computer studies, Vol. 66, No. 9, pp641-661, 2008. https://doi.org/10.1016/j.ijhcs.2008.04.004
- Choi, G., Jin, H., & Kim, M., "Visual Environmental Elements of Game Space by Play-Event in Adventure Games", Journal of Korea Game Society, Vol. 20, No. 1, pp47-55, 2020. https://doi.org/10.7583/JKGS.2020.20.1.47
- Markovic, S., "Components of aesthetic experience: aesthetic fascination, aesthetic appraisal, and aesthetic emotion", i-Perception, Vol. 3, No. 1, pp1-17, 2012. https://doi.org/10.1068/i0450aap
- Choi, G., & Kim, M., "Differences of Aesthetic Experience Response Code by Player's Experience Level in Adventure Game", Journal of Korea Game Society, Vol. 20, No. 6, pp3-12, 2020. https://doi.org/10.7583/JKGS.2020.20.6.3