참고문헌
- Adar, E., & Huberman, B. A. (2000, October). Free riding on Gnutella. Retrieved from http://www.hpl.hp.com/research/idl/papers/gnutella/gnutella.pdf
- Argote, L., & Ingram, P. (2000). Knowledge transfer: A basis for competitive advantage in firms. Organizational Behavior and Human Decision Processes, 82(1), 150-169. https://doi.org/10.1006/obhd.2000.2893
- Barfield, W., & Weghorst, S. (1993). The sense of presence within virtual environment: A conceptual framework. Proceedings of the International Conference on Human-Computer Interaction, 699-704.
- Biocca, F. (1997). Cyborg's dilemma: Progressive embodiment in virtual environments. Journal of Computer-Mediated Communication, 3(2).
- Blanchard, A. L., & Markus, M. L. (2004). The experienced sense of a virtual eommunity: Characteristics and processes. The Data Base for Advances in Information Systems, 35(1), 65-78. https://doi.org/10.1145/1007965.1007971
- Bowman, D., Krujiff, E., Laviola, J. Jr., & Poupyrev, I. (2005). 3D user interfaces: Theory and practice. Boston, MA: Addison-Wesley.
- Chung, M., Kim, D., Na, S., & Lee, D. (2010). Usability evaluation of numeric entry tasks on keypad type and age. International Journal of Industrial Ergonomics, 40(1), 97-105. https://doi.org/10.1016/j.ergon.2009.08.001
- Clark, H., & Brennan, S. (1991). Grounding in communication. In L. B. Resnick, J. M. Levine, & S. D. Teasley (Eds.), Perspectives on socially shared cognition (pp. 127-149). Washington. DC: American Psychological Association.
- Compeau, D. R., & Higgins, C. A. (1995). Computer self-efficacy: Development of a measure and initial test. MIS Quarterly, 19(2), 189-211. https://doi.org/10.2307/249688
- Csíkszentmihályi, M. (1998). Optimal experience: Psychological studies of flow in consciousness. Cambridge, NY: Cambridge University Press.
- Danton's Second Life User Guide (2011). Retrieved from http://sluserguide.com/index.php?title=Main_Page
- Dennis, A. R., & Kinney, S. T. (1998). Testing media richness theory in the new media: The effects of cues, feedback and task equivocality. Information Systems Research, 9(3), 256-274. https://doi.org/10.1287/isre.9.3.256
- Duncan, S. (1973). Toward a grammar for dyadic conversation. Semiotica, 9, 29-47.
- Faulkner, L. (2007). Structured software usability evaluation: An experiment in evaluation design. Unpublished doctoral dissertation, University of Texas, Austin, USA.
- Fetscherin, M., & Lattemann, C. (2008). User acceptance of virtual worlds. Journal of Electronic Commerce Research, 9(3), 231-242.
- Germonprez, M., Hovorka, D., & Collopy, F. (2007). A theory of tailorable technology design. Journal of the Association for Information Systems, 8(6), 351-367.
- Godvertiser (2010). The reality of prayer in virtual reality. Retrieved from http://www.godvertiser.com/review/the-reality-of-prayer-in-virtual-reality
- Godwin, M. (1994, June 2). Nine principals for making virtual communities work. Wired, 72-73.
- Hair, F. J., Black, C. W., Badin, N. J., Anderson, E. R., & Tatham, R. L. (2005). Multivariate data analysis. New Jersey: Pearson Education Inc.
- Herndon, K., van Dam, A., & Gleicher, M. (1994). The challenges of 3D interaction. SIGCHI Bulletin, 26(4), 36-43. https://doi.org/10.1145/191642.191652
- Hoffman, T. P., & Novak, D. L. (1996). Marketing in hypermedia computer-mediated environments: Conceptual foundations. Journal of Marketing, 60, 50-68. https://doi.org/10.2307/1251841
- ISO. (1998). Ergonomic requirements for office work with visual display terminals (VDTs) -- Part 11: Guidance on usability ISO 1941-11.
- Jung, Y. (2011). User adoption of social virtual worlds from the perspective of the sense of presence and autonomy. Journal of Computer-Mediated Communication, 16(4), 492-510. https://doi.org/10.1111/j.1083-6101.2011.01540.x
- Juul, J. (2005). Half-real: Video games between real rules and factional worlds. Cambridge, MA: MIT Press.
- Kang I., Lee, K. C., Lee, S., & Choi, J. (2007). Investigation of online community voluntary behavior using cognitive map. Computers in Human Behavior, 23, 111-126. https://doi.org/10.1016/j.chb.2004.03.039
- Keng, C-J, Ting, H-Y, & Chen, Y-T. (2011). Effects of virtual-experience combinations on consumer-related "sense of virtual community". Internet Research, 21(4), 408-434. https://doi.org/10.1108/10662241111158308
- Kim, A. J. (2000). Community building on the Web: Secret strategies for successful online communities. London: Addison Wesley.
- Kim, B., & Han, I. (2009). User behaviors toward mobile data service (MDS): The role of perceived free and prior experience. Expert Systems with Applications, 36(4), 8528-8536. https://doi.org/10.1016/j.eswa.2008.10.063
- Kim, T., & Biocca, F. (1997). Telepresence via television: Two dimensions of telepresence may have different connections to memory and persuasion. Journal of Computer-Mediated Communication, 3(2). http://DOI: 10.1111/j.1083-6101.1997.tb00073.x
- Koh, J., & Kim, Y. (2003). Sense of virtual community: A conceptual framework and empirical validation. International Journal of Electronic Commerce, 8(2), 75-93.
- Kraus, R., & Weinheimer, S. (1996). Concurrent feedback, confirmation, and the encoding of referents in verbal communication. Journal of Personality and Social Psychology, 4, 343-346.
- Lessiter, J., Freeman, J., Keogh, E., & Davidoff, J. D. (2001). A cross-media presence questionnaire: The ITC sense of presence inventory. Presence: Teleoperators and Virtual Environments, 10(3), 282-297. https://doi.org/10.1162/105474601300343612
- MacMillan, D. (2006, November 20). Why savvy CEOs hang out in Second Life. Business Week.
- Mockus, A., Fielding, R. T., & Andersen, H. (2002). Two case studies of open source software development:Apache and Mozilla. ACM Transactions on Software Engineering and Methodology, 11, 309-346. https://doi.org/10.1145/567793.567795
- Norman, D. (1990). The design of everyday things. New York: Currency Doubleday.
- Norman, D. (1999, May/June). Affordances, conventions and design. ACM Interactions Magazine, 38-42.
- Oliver, R. L. (1980). A cognitive model for the antecedents and consequences of satisfaction. Journal of Marketing Research, 17, 460-469. https://doi.org/10.2307/3150499
- Padovesi, S. (2008). Is it possible to get a Second Life building guide? Retrieved from http://ezinearticles.com/?Is-it-Possible-to-Get-a-Second-Life-Building-Guide?&id=1602864
- Parmentier, G., & Rolland, S. (2009). Identity building and consuming experience in Second Life. Recherche et Applications en Marketing, 24(3), 44-55.
- Platoni, K. (2008, March/April). Will Second Life survive? California Magazine, 53.
- Preece, J., Rogers, Y., & Sharp, H. (2002). Interaction design. London: John Wiley & Sons.
- Rubin, J., & Chisnell, D. (2000). Handbook of usability testing: How to plan, design, and conduct effective tests (2nd ed.). Indianapolis, IN: Wiley Publishing Inc.
- Second Life User's Guide (2011). Retrieved from http://community.secondlife.com/t5/English-Knowledge-Base/Second-Life-User-s-Guide/ta-p/1244857
- Sheridan, T. B. (1992). Defining our terms. Presence, 1, 272-274. https://doi.org/10.1162/pres.1992.1.2.272
- Slater, M., & Wilbur, S. (1997). A framework for immersive virtual environments (FIVE): Speculations on the role of presence in virtual environments. Presence, 6(6), 603-616. https://doi.org/10.1162/pres.1997.6.6.603
- Suh, K-S, & Lee, Y. E. (2005). Effects of virtual reality on consumer learning: An empirical investigation in Web-based electronic commerce. MIS Quarterly, 29(4), 673-697.
- Sun, C-T, Lin, H. L., & Ho, C. H. (2006). Sharing tips with strangers: Exploiting gift culture in computer gaming. CyberPsychology & Behavior, 9(5), 560-570. https://doi.org/10.1089/cpb.2006.9.560
- Toldy, M. (2010). The impact of working memory limitations and distributed cognition on solving search problems on complex informational Websites. Unpublished doctoral dissertation, University of Colorado, Boulder, USA.
- Toral, S. L., Martinez-Torres, M. R., Barrero, F., & Cortes, F. (2009). An empirical study of the driving forces behind online communities. Internet Research, 19(4), 378-392. https://doi.org/10.1108/10662240910981353
- van der Heijden, H. (2004). User acceptance of hedonic information systems. MIS Quarterly, 28(4), 695-704.
- Venkatesh, V. (2000). Determinants of perceived ease of use: Integrating control, intrinsic motivation, and emotion into the technology acceptance model. Information Systems Research, 11(4), 342-365. https://doi.org/10.1287/isre.11.4.342.11872
- Venkatesh, V., & Johnson, P. (2002). Telecommuting technology implementations: A within- and between-subjects longitudinal field study. Personnel Psychology, 55(3), 661-687. https://doi.org/10.1111/j.1744-6570.2002.tb00125.x
- Venkatesh, V., & Ramesh, V. (2006). Web and wireless site usability: Understanding differences and modeling use. MIS Quarterly, 30(1), 181-206.
- Warren, W. (1995). Environmental design as the design of affordances. In J. M Flach, P. A. Hancock, J. Ciard, & K. J. Vincente (Eds.), The ecology of human-machine system. Hillsdale, NJ: Lawrence Erlbaum.
- Welch, R. B. (1999). How can we determine if the sense of presence affects task performance. Presence, 8(5), 574-577. https://doi.org/10.1162/105474699566387
- Whitmer, B. G., & Singer, M. J. (1998). Measuring presence in virtual environments: A presence questionnaire. Presence: Teleoperators and Virtual Environments, 7, 225-240.
- Yoo, Y. (2010). Computing in everyday life: A call for research on experiential computing. MIS Quarterly, 34(2), 213-231.
- Yoon, S., Laffey, J., & Oh, H. (2008). Understanding usability and user experience of Web-based 3D graphics technology. International Journal of Human-Computer Interaction, 24(3), 288-306. https://doi.org/10.1080/10447310801920516
- Yu, C. P., & Chu, T. H. (2007). Exploring knowledge contribution from an OCB perspective. Information & Management, 44(3), 321-331. https://doi.org/10.1016/j.im.2007.03.002
- Yu, J., Ha, I, Choi, M., & Rho, J. (2004). Extending the TAM for a t-commerce. Information & Management, 42(7), 965-976.
- Zhou, T. (2011). Understanding online community user participation: A social influence perspective. Internet Research, 21(1), 67-81. https://doi.org/10.1108/10662241111104884