References
- M. Csikszentmihalyi, Flow: the psychology of optimal experience, New York: Harper & Row, 1990.
- 최동성, 김호영, 김진우, “컴퓨터 게임의 디자인 요소에 대한 상대적 중요도 연구 - 제작자와 소비자 간의 비교를 중심으로 -”, 한국경영정보학회 춘계학술대회, pp.451-460, 1999.
- M. Csikszentmihalyi, Beyond boredom and anxiety, 1st edition, San Francisco, CA, Jossey-Bass, 1975.
- 김영균, 안형호, 오주연, “개인의 이용 경험과 기술능력에 따른 온라인 게임 수용성”, e-비즈니스 연구, 제10호, 제3호, pp.257-279, 2009.
- J. Ghani and S. Deshpande, "Task Characteristics and the Experience of Optimal Flow in Human-Computer Interaction," The Journal of Psychology, Vol.128, No.4, pp.381-391, 1994. https://doi.org/10.1080/00223980.1994.9712742
- M. Koufaris, "Applying the technology acceptance model and flow theory to online consumer behavior," Information Systems Research, Vol.13, No.2, pp.205-223, 2002. https://doi.org/10.1287/isre.13.2.205.83
- T. Ahn, S. Ryu and I. Han, "The impact of Web quality and playfulness on user acceptance of online retailing," Information & Management, Vol.44. No.3, pp.263-275, 2007. https://doi.org/10.1016/j.im.2006.12.008
- F. Massimini and M. Carli, The systematic assessment of flow in daily experience, In M. Csikszentmihalyi & I. S. Csikszentmihalyi (Eds.), Optimal Experience, Cambridge: Cambridge University Press, pp.266-287, 1988.
- C. Mathwick and E. Rigdon, "Play, flow, and the online search experience," Journal of Consumer Research, Vol.3, No.2, pp.324-332, 2004. https://doi.org/10.1086/422111
- I. Rha, M. Willians, and G. Heo, "Optimal Flow Experience in Web-Based Instruction," Asia Pacific Education Review, Vol.6, No.1, pp.50-58, 2005. https://doi.org/10.1007/BF03024967
- U. Konradt, R. Filip, and S. Hoffmann, "Flow experience and positive affect during hypermedia learning," British Journal of Educational Technology, Vol.34, No.3, pp.311-330, 2003. https://doi.org/10.1111/1467-8535.00329
- Y. Guo and Y. Ro, "Capturing flow in the business classroom," Decision Sciences Journal of Innovative Education, Vol.6, No.2, pp.437-462, 2008. https://doi.org/10.1111/j.1540-4609.2008.00185.x
- D. Choi, J. Kim, and S. Kim, "ERP training with a web-based electronic learning system: The flow theory perspective," International Journal of Human-Computer Studies, Vol.65, No.3, pp.223-243, 2007. https://doi.org/10.1016/j.ijhcs.2006.10.002
- J. Pearce, M. Ainley, and S. Howard, "The ebb and flow of online learning," Computers in Human Behavior, Vol.21, No.1, pp.745-711, 2005. https://doi.org/10.1016/j.chb.2004.02.019
- T. Chou and C. Ting, "The Role of Flow Experience in Cyber-Game Addiction," CyberPsychology & Behavior, Vol.6, No.6, pp.663-675, 2003. https://doi.org/10.1089/109493103322725469
- T. Novak, D. Hoffman, and Y. Yung, "Measuring the Customer. Experience in Online Environments: A Structural Modeling Approach," Marketing Science, Vol.19, No.1, pp.22-42, 2000. https://doi.org/10.1287/mksc.19.1.22.15184
- 박찬일, 양해승, 양해술, “게임의 장르별 재미 요소”, 한국콘텐츠학회논문지, 제7권, 제12호, pp.20-29, 2007.
Cited by
- Factors Influencing the Pre and Post Acceptance Behavior of QR code User vol.11, pp.12, 2011, https://doi.org/10.5392/JKCA.2011.11.12.136
- The Impact of Interaction Factors of Digital Contents on Flow and Use Intention vol.11, pp.9, 2011, https://doi.org/10.5392/JKCA.2011.11.9.212