1 양병화, "프로그램 무드가 광고태도와 기억에 미치는 영향: 감정모호성의 중재효과와 각성의 매개효과를 중심으로" 한국광고학회 18 (18): 207-231, 2007
2 양병화, "프로그램 광고맥락에서의 정신생리학적 반응과 측정에 관한 연구" 1-16, 2008
3 게임동아, "온라인 게임의 반격, 대표 MMORPG들 일제히 행동개시, 2013. 7. 24"
4 매일경제, "온라인 게임 좀 먹는 원흉, 2013. 8. 27"
5 유창조, "아바타의 소비경험에 관한 탐색적 연구: 자아와 아바타의 관계를 중심으로" 한국마케팅관리학회 8 (8): 4-98, 2003
6 BizFocus, "닌텐도 소니 휴대용 게임기 시장 스마트폰에 완패. 2013. 8. 26"
7 권혁인, "구조방정식을 이용한 모바일게임 몰입에 영향을 미치는 요인에 관한 연구" (사)한국컴퓨터게임학회 14 (14): 23-36, 2008
8 Hsu, C. L., "Why do people play on-line games? An extended TAM with social influences and flow experience" 41 (41): 853-868, 2004
9 Franke, N., "Value creation by toolkits for user innovation and design : The case of the watch market" 21 (21): 401-415, 2004
10 Franke, N., "The"I designed it myself"effect in mass customization" 56 (56): 125-140, 2010
1 양병화, "프로그램 무드가 광고태도와 기억에 미치는 영향: 감정모호성의 중재효과와 각성의 매개효과를 중심으로" 한국광고학회 18 (18): 207-231, 2007
2 양병화, "프로그램 광고맥락에서의 정신생리학적 반응과 측정에 관한 연구" 1-16, 2008
3 게임동아, "온라인 게임의 반격, 대표 MMORPG들 일제히 행동개시, 2013. 7. 24"
4 매일경제, "온라인 게임 좀 먹는 원흉, 2013. 8. 27"
5 유창조, "아바타의 소비경험에 관한 탐색적 연구: 자아와 아바타의 관계를 중심으로" 한국마케팅관리학회 8 (8): 4-98, 2003
6 BizFocus, "닌텐도 소니 휴대용 게임기 시장 스마트폰에 완패. 2013. 8. 26"
7 권혁인, "구조방정식을 이용한 모바일게임 몰입에 영향을 미치는 요인에 관한 연구" (사)한국컴퓨터게임학회 14 (14): 23-36, 2008
8 Hsu, C. L., "Why do people play on-line games? An extended TAM with social influences and flow experience" 41 (41): 853-868, 2004
9 Franke, N., "Value creation by toolkits for user innovation and design : The case of the watch market" 21 (21): 401-415, 2004
10 Franke, N., "The"I designed it myself"effect in mass customization" 56 (56): 125-140, 2010
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25 양기현, "MMORPG에서 아바타 커스터마이징의 유저 몰입요인과 충성도에 관한 연구" 한국게임학회 13 (13): 17-28, 2013
26 백철호, "MMORPG 아바타의 젠더 인식 변화 및 남녀 비교 연구" 한국디지털디자인학회 11 (11): 355-363, 2011
27 Poels, K., "It is always a lot of fun!: exploring dimensions of digital game experience using focus group methodology" ACM 83-89, 2007
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