참고문헌
- J. Cassell and H. Jenkins, "Chess for girls? Feminism and computer games," In J.A. Cassell & H. Jenkins (Eds.), From Barbie to Mortal Kombat: Gender and computer games Cambridge, USA, Francis, London: The MIT Press, pp. 2-45, 1998.
- J. Jansz, C. Avis, and M. Vosmeer, "Playing the Sims2: An exploration of gender differences in players' motivations and patterns of play," New Media & Society, vol. 12, no. 2, pp. 235-251, March 2010. https://doi.org/10.1177/1461444809342267
- E. A. Konijn, M. N. Bijvank, and B. J. Bushman, "I wish I were a warrior: The role of wishful identification in the effects of violent video games on aggression in adolescent boys," Developmental Psychology, vol. 43, no. 4, pp. 1038-1044, July 2007. https://doi.org/10.1037/0012-1649.43.4.1038
- E.A. Van Reijmersdal, J. Jansz, P. Peters, and G. Van Noort, "Why girls go pink: Game character identification and game-players' motivations," Computers in Human Behavior, vol. 29, no. 6, pp. 2640-2649, November 2013. https://doi.org/10.1016/j.chb.2013.06.046
- Korea Creative Content Agency, Game Analyst Report 2015, 2015.
- Entertainment Software Assocation. 2012 sales, demographic and usage data: Essential facts about the computer and video game industry. Washington, DC: 2012.
- C. Shen, R. Ratan, YD Cai, and A. Leavitt. "Do Men Advance Faster Than Women? Debunking the Gender Performance Gap in Two Massively Multiplayer Online Games," Journal of Computer‐Mediated Communication. vol. 21, no. 4, pp. 312-329, July 2016
- I. McLean, and M. D. Griffiths, "Female gamers: A thematic analysis of their gaming experience," International Journal of Games-Based Learning, vol. 3, no. 3, pp. 54-71, July 2013. https://doi.org/10.4018/ijgbl.2013070105
- H. Park and D. H. Song, "Young Korean Overwatch Game Users Survey," in Proceeding of the 2016 Fall Conference of Korea Game Society, Busan, Korea, pp. 285-288, 2016.
- S.A. Shim and H. W. Jung, "A study on the characteristics of female gamers - Focusing on women in 20's," Journal of Korean Society for Computer Games, vol. 27 no. 1, pp. 43-54, March 2014.
- M. Kim, Y. Hong, and K. Lee, "An Analysis of the Patterns and Preferences on Online Games by Gender and Genres," on Proceedings of Annual Conference on HCI 2007, pp.645-650, 2007.
- Y. Yu and K. Park, "Attraction Impact on Selecting Female Characters in Online Game - With case of World of Warcraft," in Proceedings of Annual Conference on HCI 2007, pp.278-285, 2007.
- J. H. Park and C. H. Paik, "Research on the selfpresentation desire of decorating in-game space in Social Network Games," Journal of Korea Game Society, vol. 15, no. 4, pp. 7-18, 2015. https://doi.org/10.7583/JKGS.2015.15.4.7
- C. H. Paik, "Study on Player Attitudes Regarding Gender in the MMORPG Customization Process," Journal of Korea Game Society, vol. 12, no. 1, pp.91-101, March 2012. https://doi.org/10.7583/JKGS.2012.12.1.091
- J. Fox, and E. Y. Tang, "Sexism in online video games: The role of conformity to masculine norms and social dominance orientation," Computers in Human Behavior, vol. 33, pp.314-320, April 2014. https://doi.org/10.1016/j.chb.2013.07.014
- G. Jeon, "A study of Women in Digital Games and Their Gaming," Journal of Cyber Communication Society, vol. 22, pp.83-117, June 2007.
- H. Oh, "A Study on Efficient Development plan for Various Game Contents Demand Status," in Proceedings of Annual conference of Korea contents Society, pp. 149-152, 2005.
- L. L. Shui, W. Lee, "Designing female-oriented computer games : Emotional expression," Cartoon & Animation Studies, vol. 20, pp. 75-86, September 2010.
- Y. B. Kafai, , C. Heeter, J. Denner, and J. Y. Sun, Beyond Barbie and Mortal Kombat: New perspectives on gender and gaming. Cambridge, MA: MIT Press, 2006.
- D. Williams, N. Martins, M. Consalvo, and J. D. Ivory, "The virtual census: Representations of gender, race and age in video games," New Media and Society, vol. 11, no. 5, pp. 815-834, August 2009. https://doi.org/10.1177/1461444809105354
- L. Vermeulen and J. Van Looy, " 'I Play So I Am?' A Gender Study into Stereotype Perception and Genre Choice of Digital Game Players," Journal of Broadcasting & Electronic Media. Apr 2, vol. 60 no. 2, pp. 286-304. May 2016. https://doi.org/10.1080/08838151.2016.1164169
- W. Y. Tang. (2016, June) Sexual harassment in online videogames: What we found so far. [Internet] Available : http://www.gamasutra.com/blogs/WaiYenTang/20160418/270538/Sexual_harassment_in_online_videogames_What_we_found_so_far.php.
피인용 문헌
- 중국 모바일 게임의 한국 소비자 취향 분석 vol.22, pp.7, 2017, https://doi.org/10.6109/jkiice.2018.22.7.970
- 충성도에 따른 블레이드 앤 소울 게임의 사용자 그룹 행동 패턴 분석 vol.22, pp.10, 2018, https://doi.org/10.6109/jkiice.2018.22.10.1340
- 환경 적응적 생존 게임의 재미 요소와 사용자 분석 vol.23, pp.3, 2017, https://doi.org/10.6109/jkiice.2019.23.3.305
- 성공적인 배틀 로얄 게임에서의 사용자 이동 원인 분석 - 배틀그라운드에서 포트나이트로 vol.24, pp.1, 2017, https://doi.org/10.6109/jkiice.2020.24.1.71
- 팀 기반 전투형 게임에서 여성 게이머가 선호하는 여성 캐릭터에 대한 실증적 조사 연구 vol.25, pp.3, 2017, https://doi.org/10.6109/jkiice.2021.25.3.403
- Women’s experiences in game streaming space : An in-depth interview vol.65, pp.5, 2021, https://doi.org/10.20879/kjjcs.2021.65.5.002
- Adolescents’ Experience of Sexism and Gender Stereotypes in Online Game Environment vol.65, pp.5, 2017, https://doi.org/10.20879/kjjcs.2021.65.5.005