References
- T. Malone, "Toward of Theory of Intrinsically Motivating Instruction", Cognitive Science, Vol.4, pp. 333-369, 1981.
- S. Kaplan, "The Image of Amusement Arcades and Differences in Male and Female Video Game Playing", Journal of Popular Culture, Vol. 16, pp. 93-98, 1983.
- Jiyeon, Kim, "Interview with Harada PD, Inven, 2014.
- E. Katz, J. Blumler, & M. Gurevitch, "Utilization of Mass Communication by The Individual", in J. Blumler & E. Katz, The Uses of Mass Communication: Current Perspectives on Gratification Research, California: Sage Publications, 1974.
- D. McQuail, "Mass Communication Theory: An Introduction", London: Sage Publications, 2010.
- M. Levy & S. Windahl, "The Concept of Audience Activity", in K. Rosengren, L. Wenner, & P. Palmgreen, Media Gratification Research: Current Perspectives, Newbury Park, CA: Sage Publications. 1985.
- M. Poster, "Underdetermination", New Media and Society, Vol. 1, No. 1, pp. 12-17, 1999. https://doi.org/10.1177/1461444899001001003
- M. Morris & C. Ogan, "The Internet as a Mass Medium", Journal of Communication, Vol. 46, No. 1, pp. 39-50, 1996. https://doi.org/10.1111/j.1460-2466.1996.tb01460.x
- T. Lindlof & J. Schatzer, "Media Ethnography in Virtual Space: Strategies, Limits, and Possibilities", Journal of Broadcasting and Electronic Media, Vol. 42, No. 2, pp. 170-189, 1998. https://doi.org/10.1080/08838159809364442
- N. Jankowski, "Creating Community with Media", in L. Lievrouw and S. Livingstone, The Handbook of New Media, London: Routledge, 2002.
- Chongjae Im, "Design of Realtime Interactive Quiz Broadcasting Integrated Game and Broadcasting Technology", Journal of Korean Society for Computer Game, Vol. 24, No. 2, 2011.
- Sora Lee. "Twitch TV, Are They Ready to Business in South Korea." Dailyesports, 2015.
- Korea Creative Content Agency, "Game White Paper", 2010.
- Jihun Lee, "A Study for the Business Mechanism of Arcade Games", Journal of Korean Society for Computer Game, Vol. 24, Vol. 14, No. 33, 2008.
- Y. Gingold, "From Rock, Paper, Scissors to Street Fighter II: Proof by Construction", Proceedings of the 2006 ACM SIGGRAPH Symposium on Videogames, pp. 155-158, 2006.
- Ilyong Kang, "Does Google Even Want to Dominate the UCC Market?", IT DongA, 2012.
- R. Clements, "Grab Your Popcorn, Kids. The King of Iron Fist Tournament is Back", IGN, 2009.
- W. Hamilton, O. Garretson, & A. Kerne, "Streaming on Twitch: Fostering Participatory Communities of Play Within Live Mixed Media", Proceedings of the SIGCHI Conference on Human Factors in Computing Systems, pp. 1315-1324, 2014.
- M. Kaytoue, A. Silva, L. Cert, W. Meira, & C. Raissi, "Watch Me Playing, I Am a Professional: A First Study on Video Game Live Streaming", International Conference Companion on World Wide Web, 2012.
- N. Edge, "Evolution of Gaming Experience: Live Video Streaming And the Emergence of a New Web Community", Elon Journal of Undergraduate Research in Communications, Vol. 4, No. 2, 2013.
- G. Cheung & J. Huang, "Starcraft from the Stands: Understanding the Game Spectator", Conference on Human Factors in Computing Systems, pp. 763-772, 2012.
- Hana Lim, "Interactive Storytelling e-Sports", Journal of Korean Society for Computer Game, Vol. 14, No. 24, 2008.
- M. James, C. Wotring, & E. Forrest, "An Exploratory Study of the Perceived Benefits of Electronic Bulletin Board Use And Their Impact on Other Communication Activities", Journal of Broadcasting & Electronic Media, Vol. 39, pp. 30-50, 1995. https://doi.org/10.1080/08838159509364287
- N. Edge, "Evolution of Gaming Experience: Live Video Streaming And the Emergence of a New Web Community", Elon Journal of Undergraduate Research in Communications, Vol. 4, No. 2, 2013.
- H. Jenkins, "Convergence Culture: Where Old And New Media Collide", New York: NYU Press, 2008.
- L. Manovich, "The Language of NewMedia", Massachusetts: MIT Press, 2002.
- Tekken Net, from http://tk7.tekken-net.kr
- Tekkencentral, from http://www.tekkencentral.com