References
- T. Alexander, "Massively Multiplayer Game Development," Charles River Media, 2003.
- 문화관광부, "2004 문화 산업 통계:문화관광부," 2004
- 문화콘텐츠진흥원, "한중일 문화콘텐츠산업 경쟁력 비교분석: 문화콘텐츠 진흥원," 2004
- McCall, jJ. A., "Software Quality Management" A Petrocelli Book, 1979
- SO/IEc, FCD 9126-1.2 Information Technology - Software product quality - Part1: Quality Model, 1998
- http://lineage2.plaync.co.kr/
- http://www.worldofwarcraft.co.kr/
- http ://everquest2.station.sony.com/
- Bartle, R., "Hearts, Clubs, Diamonds, Spades: Players Who Suit MUDs," http://www.brandeis.edu/pubs/jove/HTML/v1/bartle.html, 1996
- Brown, B., & Bell, M., "Social interaction in 'There'," Paper presented at the 2004 Conference on Human factors and computing systems, Vienna, Austria, 2004
- Cho, B., kwon, U., Gentry, J. W., Jun, S., & Kropp, F., "Cultural Values Reflected in Theme and Execution: A Comparative Study of U.S. and Korean Television Commercials." Journal of Advertising, 28(4), 59-73, 1999 https://doi.org/10.1080/00913367.1999.10673596
- Choong, Y. Y., & Salvendy, G., "Design of icons for use by Chinese in mainland China. Interacting with Computers, 9(4), 417-430, 1998 https://doi.org/10.1016/S0953-5438(97)00026-X
- de Angeli, A, Athavankar, U., Joshi, A., Coventry, L., & Johnson, G. I., "Introducing ATMs in India: A Contextual Inquiry," Interacting with Computers, 16(1),29-44, 2004 https://doi.org/10.1016/j.intcom.2003.11.003
- Fabricatore, C, Nussbaum, M., & Rosas, R., Payability in Action Videogames: A Qualitative Design Model," Human-Computer Interaction, 17, 311-368, 2002 https://doi.org/10.1207/S15327051HCI1704_1
- Hoft, N., "Developing a Cultural Model. In E. M. del Galdo & J. Nielsen (Eds.)," International User Interfaces (pp. 41-73). New York, NY: John Wiely & Sons, Inc.
- J. Kang, I. Ko, and Y. Ko, "The Impact of Social Support of Guild Members and Psychological Factors on Flow and Game Loyalty in MMORPG, System Sciences," HICSS 2009. 42nd Hawaii International Conference, 1-9.
- Y. Wu, H. Huang, and D. Zhang, "Traffic Modeling for Massive Multiplayer On-line Role Playing Game (MMORPG) in GPRS Access Network," Communications, Circuits and Systems Proceedings, 2006 International Conference, Vol 3. 25-28
- "Study on Game Among Engineer and Contractor in Engineering Quality Supervision Based on Static Model, Wireless Communications," Networking and Mobile Computing, 2008. WiCOM '08. 4th International Conference. 1-3
- Ries. M, Svoboda. P, and Rupp M, "Empirical study of subjective quality for Massive Multiplayer Games," Systems, Signals and Image Processing, 2008. IWSSIP 2008. 15th International Conference, 181-184
- 홍일순, 김성완, 서정만, "컴퓨터 게임기반학습이 중학교 컴퓨터교과의 학업성취도에 미치는 영향," 한국컴퓨터정보학회논문지, 제12권, 제1호, 83-88쪽, 2007년3월.
- 현혜정, 김태식, "Game Balancing에서 Fuzzy를 이용한 캐릭터 액션 선택," 한국컴퓨터정보학회논문지, 제13권, 제1호, 81-88쪽, 2008년 1월.