1 천유찬, "테마별 FPS게임의 엄폐물 패턴 속성분석을 통한 레벨 디자인 가이드라인 제안" 한국게임학회 12 (12): 35-42, 2012
2 G. Wallner, "Visualizationbased analysis of gameplay data–a review of literature" 4 (4): 143-155, 2013
3 J. Kim, "Tracking real-time user experience (TRUE): a comprehensive instrumen- tation solution for complex systems" ACM 443-452, 2008
4 C. Thurau, "Player Behavior and Play Experience" Springer 2013
5 G. Choi, "Player Behavior Analytics on Planned Level Design Patterns in Multiplayer FPS" 196-199, 2014
6 C. Phil, "Level Design for Games : Compelling Game Experiences" Paperback Press 2006
7 M. S. El-Nasr, "Game Analytics: Maximizing the Value of Player Data" Springer Science & Business Media 2013
8 L. Nacke, "Flow and immersion in first-person shooters: measuring the player's gameplay experience" ACM 81-88, 2008
9 최규혁, "FPS게임레벨의 목표에 따른 플레이공간 구조분석" 한국게임학회 17 (17): 19-26, 2017
10 최규혁, "FPS게임 플레이경험에 따른 플레이어의 시선경로 패턴 분석" (사)한국스마트미디어학회 5 (5): 33-41, 2016
1 천유찬, "테마별 FPS게임의 엄폐물 패턴 속성분석을 통한 레벨 디자인 가이드라인 제안" 한국게임학회 12 (12): 35-42, 2012
2 G. Wallner, "Visualizationbased analysis of gameplay data–a review of literature" 4 (4): 143-155, 2013
3 J. Kim, "Tracking real-time user experience (TRUE): a comprehensive instrumen- tation solution for complex systems" ACM 443-452, 2008
4 C. Thurau, "Player Behavior and Play Experience" Springer 2013
5 G. Choi, "Player Behavior Analytics on Planned Level Design Patterns in Multiplayer FPS" 196-199, 2014
6 C. Phil, "Level Design for Games : Compelling Game Experiences" Paperback Press 2006
7 M. S. El-Nasr, "Game Analytics: Maximizing the Value of Player Data" Springer Science & Business Media 2013
8 L. Nacke, "Flow and immersion in first-person shooters: measuring the player's gameplay experience" ACM 81-88, 2008
9 최규혁, "FPS게임레벨의 목표에 따른 플레이공간 구조분석" 한국게임학회 17 (17): 19-26, 2017
10 최규혁, "FPS게임 플레이경험에 따른 플레이어의 시선경로 패턴 분석" (사)한국스마트미디어학회 5 (5): 33-41, 2016
11 G. Choi, "Eye Gaze Information of Player Using Objects in FPS Game Space" 546-548, 2017
12 M. Davies, "Examining Game Pace: How Single-Player Levels Tick"
13 K. Hullett, "Design Patterns in FPS Levels" ACM 78-85, 2010
14 G. Choi, "Configuration of Planned Level Design Patterns by Player Behavior Analytics in FPS Game" 9 (9): 29-, 2015
15 S. Kang, "Automatic player behavior analysis system using trajectory data in a massive multiplayer online game" 66 (66): 383-404, 2013
16 A. Drachen, "Analyzing spatial user behavior in computer games using geographic information systems" ACM 182-189, 2009
17 최승관, "3차원 공간 상에서 Space Syntax를 이용한 게임 객체 배치 연구" 한국게임학회 12 (12): 43-55, 2012