References
- Ministry of Culture, Sports and Tourism, White Paper of Korean Games, p,763, 2008.
- Korea Creative Contents Agency, Strategic Report on Activation of Serious Games, pp.3-4, 2009.
- Daewoong Lee, Hyung Sup Yoon, A Study on Functional Games, Sangmyung Univ. Journal of Natural Science, Vol.6, 1999
- wikipedia.
- Clark Abt, Serious Games, University Press of America. 1970.
- Honebein, Peter C, Car Alison & Duffy, Thomas, The Effects of Modeling To Aid Problem Solving in Computer-Based Learning Environments, EDUCATIONAL RESOURCES INFORMATION CENTER. 1993.
- Geunhyung Lee, "CD-rom Tilte for Education 'Zoombini'", Digital Times, Feb. 5, 2003.
- Ministry of Culture, Sports and Tourism, White Paper of Korean Games,, p.44. 2003,
- Hasuk Song, Book Review: Game Software "Pendulum of Hades", the Multimedia for Logics, Logics Study, Vol.5 No.2, 2002.
- Geunhye Kim, A Study on Analysis and Strategy of Utilization of Educational On-line Game, Sungkyunkwan Univ. Master's Thesis, 2005.
- Yong-Woo Shin, Requirements and Improvements for Educational Game, Journal of KISS, 2-1. 2005.
- Myung-Hwa Kang, Web-based education and learning styles-Focusing on e-learning through TOEIC-NET, Keimyung University Master's Thesis, 2006.
- Korea Education and Research Information Service, A Case Study on the Development of Edutainment Contents and On-site Application, 2005.
- Taekyu Kim, A Study on Learning Effectiveness of the Educational Game, Kwangwoon Univ. Master's Thesis, 2005.
- Hyung Sup Yoon, A study on an Analysis of Success Factors of a Serious Game: In Case of "Anti-Aging Village", International Journal of Multimedia and Ubiquitous Engineering, 9-7, 2014.
- Hyung Sup Yoon, et al. A History of Games in Korea, pp.84-98, 2011.
- Korea Creative Contents Agency, 2006 A Study on the Domestic Market of Edutainment, pp.20-22, 2006.
- Hyung Sup Yoon, Balance between Game Factors and Educational effects in Serious Games, Korea Game Society Serious Games Forum Proceedings, 2013.
- Korea Creative Contents Agency, A Study on the Status and Activation of Serious Games, p.222, 2013.
- Korea Creative Contents Agency,, Global Game Industry Trend, 5-6, pp.6-14, 2020.