References
- Ackley, J., '98 Roundtable reports; better sound design. Gamasutra,' http://www.gamasutra.com/features/gdc_reports/cgdc_98/ackley.htm, 1998
- Agarwal, R. and E. Karahanna, 'Time files when you're having fun:cognitive absorption and beliefs about information technology usage,' MIS Quarterly, Vol.24, No.4 (2000), pp.665-694 https://doi.org/10.2307/3250951
- Agarwal, R., V. Sambamurthy, and R. Stair, 'Cognitive Absorption and the Adoption of New Information Technologies,' In:Huff, A.S. (Eds.), Academy of Management Annual Meeting, Boston, 1997
- Bagozzi, R., 'An examination of the validity of two models of attitude,' Multivariate Behavioral Research, Vol.16(1981), pp.323-359 https://doi.org/10.1207/s15327906mbr1603_4
- Bagozzi, R.P., 'ACR fellow speech,' Advances in Consumer Research, Vol.21(1994), pp.8-11
- Bagozzi, R.P. and Y. Yi, 'On the evaluation of structural equation models,' Journal of the Academy of Marketing Science, Vol. 16, No.1(1998), pp.74-94 https://doi.org/10.1007/BF02723327
- Baumgartner, H. and C. Homburg, 'Applications of structural equation modeling in marketing and consumer research:A review,' International Journal of Research in Marketing, Vol.13, No.2(1996), pp.139-161 https://doi.org/10.1016/0167-8116(95)00038-0
- Bollen, K. A., Structural Equations with Latent Variables, Wiley, New York, 1989
- Calantone, R.J. and Y.S. Zhao, 'Joint ventures in china:A comparative study of Japanese, Korean, and U.S. partners,' Journal of International Marketing, Vol.9, No.1(2000), pp.1-23
- Chin, W.W., A. Gopal, and W.D. Salisbury, 'Advancing the theory of adaptive structuration: development of a scale to measure faithfulness of appropriation,' Information Systems Research, Vol.8, No.4(1997), pp. 342-367 https://doi.org/10.1287/isre.8.4.342
- Cho, N.J., S.I. Back, and K.M. Ryu, 'An exploratory investigation of player loyalty to online games,' Journal of the Korean Operations Research and Management Science Society, Vol.26, No.2(2001), pp.85-97
- Cho, N.K., and D.K, Yang, 'Social-Emotional Development : The Relationships among Perceived Adolescents' Social Supports, Internet Addiction Tendency, and Internet-related Delinquency,' Korean Journal of Psychology : Development, Vol.14, (2001), pp.91-111
- Choi, D.S., S.J. Park, and J.W. Kim, 'A structured analysis model of customer loyalty in online games,' Journal of MIS Research, Vol.11, No.3(2001), pp.1-20
- Clanton, C., 'An Interpreted Demonstration of Computer Game Design,' Proceedings of the conference on CHI 98 summary: human factors in computing systems, Chi 98, (1998), pp.1-2
- China Internet Network Information Center (CNNIC), 15th Statistical Survey Report on the Internet Development in China, CNNIC, Beijing, 2005
- Csikszentmihalyi, M., Beyond Boredom and Anxiety, Jossey-Bass, San Francisco, CA, 1975
- Csikszentmihalyi, M., 'The flow experience and human psychology,' In:M. Csikszentmihalyi, I.S. Csikszentmihalyi, (Eds.), Optimal Experience:Psychological Studies of Flow in Consciousness, Cambridge University Press, New York, 1988
- Csikszentmihalyi, M. and J. LeFevre, 'Optimal experience in work and leisure,' Journal of Personality and Social Psychology, Vol.56, No.5(1989), pp.815-822 https://doi.org/10.1037/0022-3514.56.5.815
- Csikszentmihalyi, M., Finding Flow:The Psychology of Engagement With Everyday Life, Basic Books, New York, 1997
- Davis, F.D., R.P. Bagozzi, and P.R., Warshaw, 'Extrinsic and intrinsic motivation to use computers in the workplace,' Journal of Application Society Psychology, Vol.22, No.14(1992), pp.1111-1132 https://doi.org/10.1111/j.1559-1816.1992.tb00945.x
- Finneran, C.M. and P. Zhang, 'Flow in computer-mediated environments:promises and challenges,' Communications of the Association for Information Systems, Vol.15(2005), pp.82-101
- Ghani, J., R. Supnick, and P. Rooney, 'The experience of flow in computer-mediated and in face-to-face groups,' in:Degross, J., Benbasat, I., Desanctis, G., Beath, C. (Eds.), Proceedings of the Twelfth International Conference on Information Systems, ICIS, New York, (1991), pp.229-237
- Ghani, J. and S. Deshpande, 'Task characteristics and the experience of optimal flow in human-computer interaction,' Journal of Psychology, Vol.128, No.4(1994), pp.381-391 https://doi.org/10.1080/00223980.1994.9712742
- Ghani, J., 'Flow in Human Computer Interactions: Test of a Model,' In:Carey, J. (Ed.), Human Factors in Information Systems: Emerging Theoretical Bases, Ablex Publishing Corp., New Jersey, (1995), pp. 291-311
- Ha, J.H., D.Y. Cho, H.J. Lee, E.J. Yang, J.I. Woo, and I.K. Lyoo, 'Patterns of Internet Addiction in Korea,' Korean Journal Psychopathology, Vol.9(2000), pp.59-68
- Hagel, J. and A. Armstrong, Net Gain: Expanding Markets through Virtual Communities, Harvard Business School Press, Boston, 1997
- Hair, J. Jr., J. Anderson, and J. Norman, W. Black, Multivariate Data Analysis with Readings, 4th ed., Prentice-Hall, New Jersey, 1995
- Hoffman, D.L. and T.P. Novak, 'Marketing in hypermedia computer mediated environments: conceptual foundations,' Journal of Marketing, Vol.60, No.3(1996), pp.50-68 https://doi.org/10.2307/1251841
- Hsu, C.L. and H.P. Lu, 'Why do people play on-line games? An extended TAM with social influences and flow experience,' Information & Management, Vol.41(2004), pp.853-868 https://doi.org/10.1016/j.im.2003.08.014
- ICA, 2003 Cases of Information and Tele-communication Export, International Data Corporation, Seoul, 2003
- iResearch, iResearch China Online Game Users Survey Report 2003, Shanghai, 2003
- IDC, China Internet Economy, 2002-2007, IDC, 2003
- Jin, F., 'The Death of 'King Kong Jak (KJKING)',' http://www.enet.com.cn, 2003/0805
- Joreskog, K.G. and D. Sorborm, LISREL VII user's reference guide, Mooresville, Ind., Scientific Software, 1989
- Jung, Y.J. and S. Lee, 'Computer-Game Activities, Addiction and Aggression of Middle School Boys,' Korean Journal of Home Association, Vol.39(2001), pp.67-80
- Kang, B.S., The Research Methodology for Casual Analysis, MuYugGyungYung, Seoul, 1999
- KGDI, 2003 Korean White Game Paper, KGDI, Seoul, 2003
- KIEC, 2005 e-Business White Paper, Korea Institute for Electronic Commerce (KIEC), Seoul, 2005
- Kim, J.B. and J.C. Han, 'A Study on Characteristics of Internet Addicts Sub-Groups,' The Korean Journal of Counseling and Psychotherapy, Vol.13(2001), pp. 207-219
- Kim, N.H, S.C. Lee, and Y.H. Suh, 'Strategy of market penetration in Japanese Internet market:comparing online game loyalty between Korea and Japan with MSEM,' Journal of the Korea Society for Quality Management, Vol.31, No.1(2003), pp.21-41
- Lee, J.H., Internet and Online Games, Communication Books, Seoul, 2001
- Lee, S.C., N.H. Kim, and Y.H. Suh, 'The effect of flow and addiction upon satisfaction and customer loyalty in online games,' Korean Management Review, Vol.32, No.3(2003), pp.1479-1501
- Lee, S.C., Y.H. Suh, J.K. Kim, and K.J. Lee, 'A cross-national market segmentation of online game industry using SOM,' Expert Systems with Applications, Vol.27, No.4 (2004), pp.559-570 https://doi.org/10.1016/j.eswa.2004.06.001
- Lee, S.Y. and J.H. Kwon, 'Impulsivity, Social Problem-solving Abilities, and Communication Style of Adolescent Internet Game Addicts,' The Korean Journal of Clinical Psychology, Vol.20(2001), pp.67-80
- Lewinski, J.S., Developer's Guide to Computer Game Desing, Wordware Publishing Inc., Texas, 2000
- Novak, T.P., D.L. Hoffman, and Y. Yung, 'Measuring the customer experience in online environments:a structural modeling approach,' Marketing Science, Vol.19, No.1 (2000), pp.22-42 https://doi.org/10.1287/mksc.19.1.22.15184
- Novak, T.P., D.L. Hoffman, and A. Duhachek, 'The Influence of Goal-Directed and Experiential Activities on Online Flow Experiences,' Journal of Consumer Psychology, Vol.13, No.1-2(2003), pp.3-16 https://doi.org/10.1207/153276603768344744
- Salisbury, W.D., R.A. Parson, A.W. Pearson, and D.W. Miller, 'Perceived security and World Wide Web purchase intention,' Industrial Management & Data Systems, Vol.101, No.4(2001), pp.165-176 https://doi.org/10.1108/02635570110390071
- Sanchez-Crespo, D., 99 from a game development perspective, Gamasutra, http://gamasutra.com/features/19990802/siggraph_01.html, 1999
- Skadberg, Y.X. and J.R. Kimmel, 'Visitors' Flow Experience while Browsing a Web Site:Its Measurement, Contributing Factors and Consequences,' Computers in Human Behavior, Vol.20(2004), pp.403-422 https://doi.org/10.1016/S0747-5632(03)00050-5
- Spector, W., Remodeling RPGs for the new millennium, Gamasutra, http://www.gamasutra.com/features/game_desing/19990115/remodeling_01.htm, 1999
- Steenkamp, J-B.E.M. and H.C.M. van Trijp, 'The Use of LISREL in validating marketing constructs,' International Journal of Research in Marketing, Vol.8, No.4(1991), pp.283-299 https://doi.org/10.1016/0167-8116(91)90027-5
- Sujan, H., B.A. Weitz, and N. Kumar, 'Learning, orientation, working smart, and effective selling,' Journal of Marketing, Vol.58, No.3(1994), pp.39-52 https://doi.org/10.2307/1252309
- Trevino, L.K. and J. Webster, 'Flow in computer-mediated communication:electronic mail and voice mail evaluation and impacts,' Communication research, Vol. 19, No.5(1992), pp.539-573 https://doi.org/10.1177/009365092019005001
- Webster, J. and J.J. Martocchio, 'Micro computer playfulness:development of a measure with workplace implications,' MIS Quarterly, Vol.16, No.2(1992), pp.201-226 https://doi.org/10.2307/249576
- Webster, J., L. Trevino, and L. Ryan, 'The dimensionality and correlates of flow in human-computer interactions,' Computers in Human Behavior, Vol.9(1993), pp.411-426 https://doi.org/10.1016/0747-5632(93)90032-N
- Woodcock, W., Game AI:the state of the industry, Gamasutra, http://www.gamasutra.com/features/19990820/game_ai_01.html, 1999