1 이혜림, "디지털 레저 문화의 창의적 진화, 시리어스 게임" 한국콘텐츠학회 13 (13): 48-61, 2013
2 이혜림, "디지털 게임(MMORPG)의 축제성에 관한 연구: 이행성 개념과 아바타를 중심으로" 한국영상문화학회 23 (23): 409-459, 2013
3 정의준, "기능성 게임의 유형별 범주화와 개념 설정에 대한 연구-목적성 및 적용 이론을 중심으로" (사)한국컴퓨터게임학회 26 (26): 61-69, 2013
4 함형범, "게임만족도 분포의 정규화에 관한 시뮬레이션" 한국멀티미디어학회 10 (10): 1185-1196, 2007
5 이혜림, "게임 이용자의 사회적 자본과 자기 효능감이 게임 과몰입에 미치는 영향에 관한 연구" (사)한국컴퓨터게임학회 27 (27): 229-236, 2014
6 정의준, "게이미피케이션에 기반한 게임 3.0 시대의변화 양상에 관한 연구- 게이미피케이션의 개념과 메커니즘을 중심으로" (사)한국컴퓨터게임학회 26 (26): 87-97, 2013
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1 이혜림, "디지털 레저 문화의 창의적 진화, 시리어스 게임" 한국콘텐츠학회 13 (13): 48-61, 2013
2 이혜림, "디지털 게임(MMORPG)의 축제성에 관한 연구: 이행성 개념과 아바타를 중심으로" 한국영상문화학회 23 (23): 409-459, 2013
3 정의준, "기능성 게임의 유형별 범주화와 개념 설정에 대한 연구-목적성 및 적용 이론을 중심으로" (사)한국컴퓨터게임학회 26 (26): 61-69, 2013
4 함형범, "게임만족도 분포의 정규화에 관한 시뮬레이션" 한국멀티미디어학회 10 (10): 1185-1196, 2007
5 이혜림, "게임 이용자의 사회적 자본과 자기 효능감이 게임 과몰입에 미치는 영향에 관한 연구" (사)한국컴퓨터게임학회 27 (27): 229-236, 2014
6 정의준, "게이미피케이션에 기반한 게임 3.0 시대의변화 양상에 관한 연구- 게이미피케이션의 개념과 메커니즘을 중심으로" (사)한국컴퓨터게임학회 26 (26): 87-97, 2013
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