참고문헌
- Korea Creative Content Agency, "White paper on korean games 2010", pp.510-531, 2010.
- Video game market research, NPD Group, http://www.npd.com/wps/portal/npd/us/industryexpertise/videogames(assessed July.2012)
- Top 40 Entertainment software : video game chart, Chart Track, Retrieved by http://www.chart-track.co.uk/index.jsp?c=p/software/uk/latest/index_test.jsp&ct=110015 (assessed July.2012)
- Global weekly chart, VG Chartz, Retrieved by http://www.vgchartz.com/weekly/41140/Global (assessed July, 2012)
- Bernd Kreimeier, "The case for game design patterns", Gamasutra, 2002. Retrieved by http://www.gamasutra.com/features/20020313/kreimeier_01.htm
- A Herwig, P Paar, "Game engines: tools for landscape visualization and planning", Virtualization in Environmental Planning and Design, 2002
- C Guttler, TD Johansson, "Spatial principles of level-design in multi-player first-person shooters", NetGames '03 Proceedings of the 2nd workshop on Network and system support for games, pages 158-170, 2003.
- Rudolf Kremers, "Level Design : Concepts, Theory, Practice", AK Peters, Ltd., pp25-40, 2009.
- Jeong, Seungwoo, "Level design methodologies that apply to all genres", NDC10, 2010.
- Seong-Eun Seo, "The world view of the middle ages fantasy game", The journal of the korea contents association, 9(9), pp.114-124, 2009. https://doi.org/10.5392/JKCA.2009.9.9.114
- Kim Ki-duk, Mun Man-gi, "Preliminary analysis of the 'world views' displayed in digital games with East Asian historical themes", The Journal of the Humanities for Unification, Vol 46, pp.1-19, 2008.
- Kyeonah Yu, "Automatic generation of character-specific roadmaps for path planning in computer games", Journal of Korea Multimedia Society, 11(5), pp.692-702, 2008.
- Hyoungil Kim,.et al, "Generating curved path in 3D games by using inscribed circle", Proceeding of the KIISE Korea Computer Congress, 30(2), pp.52-54, 2003.
- Yeong-Sil Kim, Hwang-Kyu Yang, Mi-Jin Kim, "Classification and meaning of interaction movie to communicate stories on directing a game : Toward of video game 'Uncharted 2'", The journal of the korea contents association, 11(11), pp102-110, 2011. https://doi.org/10.5392/JKCA.2011.11.11.102
- Kenneth Hullett, Jim Whitehead, "Design Patterns in FPS Levels", proceedings of the Fifth International Conference on the Foundations of Digital Games, pages 78-85, 2010.
- Stealth Silver, "Cover system (video game concept)", Giant Bomb, 2009. Retrieved by http://www.giantbomb.com/cover-system/92-55
- L Nacke, CA Lindley, "Flow and immersion in first-person shooters: measuring the player's gameplay experience", Proceedings of the Conference on Futureplay, 2008.
- Laird, J.E., "Using a computer game to develop advanced AI", Computer Magazines, 34(7), pages: 70-75, 2001. https://doi.org/10.1109/2.933506
피인용 문헌
- Relations between Choke Point Types and Cover Pattern Properties in FPS Game Level Design vol.14, pp.4, 2014, https://doi.org/10.7583/JKGS.2014.14.4.27