References
- Uricchio W., "Historicizing media in transition", Rethinking Media Change: the Aesthetics of Transition, MIT Press, 2003
- Hwang, Seung-Heum, "Regulation system of amusement place business : The quickening period of the game legislation", Journal of Korea Game Society, Vol.9 No.1, pp.43-54 2009.
- Kim, Sangwoo, "A personal history of a gamer in thirties", Games and Cultural Studies, pp.1-22, Communicationbooks, 2008.
- Yoon, Taejin & Na, Bora "Restructuring of game history", Symposium of Korean Society for Journalism & Communication Studies, 2011
- Yun, Hyung sup, & Kwon, Yong man, "A study on korean game history", Korean society for Computer Game, Vol.26, No. 1, pp.107-113.
- Bolter, J. & Grusin, R., Remediation: Understanding New Media. Cambridge, MA: The MIT Press, 1999
- Malliet, S. & de Meyer, G. "The history of the video game", In Raessens, J. & Goldstein, J.(Eds.) Handbook of computer game studies(pp.23-45), Cambridge & London: MIT Press. 2005
- Avedon E.M. & Sutton-Smith, B., The study of games, New York & London: John Wiley and Sons. 1971
- Yoo, Sunyoung, Cultural Reception and Spectatorship of Early Cinema, 1900-1910s: Improvisation and Rearrangement of Modern Visual Culture in Korea, Media & Society, 12(1) pp.9-55, 2004
- Cross, G. Crowds and leisure: Thinking comparatively across the 20th Century. Journal of Social History, 36(3). pp.631-650, 2006
- Schwartz, V.R. Spectacular Realities: Early Mass Culture in Fin-De-Sie cle Paris. London: Univ. of California Press Ltd. 1998
- Haddon, L., "Electronic and computer games: The history of an interactive medium", Screen Vol. 29, No.2, pp.55-57.
- Joo, Eunwoo, Cinematic Representation of a Colonial City and its Modernity: Documentary Film Keijo(Seoul) and the Self-representation of Colonial Power, Society & History, 92, pp.39-91, 2011
- Cho, Myungrae, The New Urban Characteristics of Soul, Culture and Science, 5, pp.183-206, 1994
-
Chung, Young-Hee, Popular Magazines and Composition of Modern Urban Life in the 1960s: A Case Study of the Women's Magazine
, Journal of Journalism Studies 9(3), pp.468-509, 20 - Jong-soo Lim, "Television in 1970s, ambivanlence of the culture and unculture", Media & Society, 16(1) pp.49-85, 2008.
- Song, EunYoung, The Politics of Leisure Culture in 1960s, Journal of Korean Studies, 51, pp.71-98, 2013.
- Strauss, A. Qualitative Methods for Social Scientists. Cambridge: Cambridge Univ. Press. 1987
- Strauss, A. & Corbin, J. Basis of Qualitative Research: Grounded Theory Procedures and Techniques. California: Sage. 1990
- Jung, Soowan, A Comparative Study on Youth Films of Korea and Japan in 1950's and 1960s, Film Studies, 26, pp.323-340, 2005
- Lee, Jung Hoon, Game Rating and Practical Issues: Focusing on the Online Games, JoongAng Law Studies, 6(3), pp.9-55. 2009
- Jeon, Gyongran, Study on the Introduction of Games and the Context of Game Culture Formation, Journal of Korean Wellness Studies, 10(1), pp.127-137, 2015
- Yoon, Tae-Jin, "Game as a text, gamer as a participant: A cultural studies' approach to digital games", Media & Society, pp.96-130, 2007
- Juul, J. What computer games can do and cannot do. Paper presented at the digital arts and culture conference. Bergen. http://www.jesperjuul.dk/text/WCGCACD.html. 2000 (2015. 4.20)
- Ferguson, C.J. & Olson, C.K., Video Game Use Among "Vulnerable" Populations: The Impact of Violent Games on Delinquency and Bullying Among Children with Clinically Elevated Depression or Attention Deficit Symptoms, Journal of Youth and Adolescence, http://www.christopherjferguson.com/Clinically%20Elevated.pdf (2015. 5.1)
- Grifiths, M.D. & Davies, M.N.D., Video Game Addiction: Does it Exist?, In Goldstein, J. & Raessens, J.(Eds.), Handbook of Computer Game Studies, MIT Press, pp.359-368, 2005