References
- Cho, H. J. and Choi, S. J., "The research of marketing strategies for character brand", The Journal of Korean Society of Design Culture, Vol. 9, No. 3, pp. 100-112, 2003.
- Davis, A., Khazanchi, D., Murohy, J., Zigrus, I and Owens, D., "Avatars, people, and virtual worls: Foundations for research in Metaverse", Journal of the Association for Information Systems, Vol. 10, No. 2., pp. 90-117. 2009. https://doi.org/10.17705/1jais.00183
- Hefner, D., Klimmt, C. and Vorderer, P., "Identification with the player character as determinant of video game enjoyment", International Conference on Entertainment Computing, pp. 39-48, 2007.
- Zillmann, D., "Dramaturgy for emotions from fictional narration", In: Bryant, J., Vor-derer, P. (eds.) Psychology of Entertainment, Lawrence Erlbaum Associates, Mahwah, 2006.
- Lee, W. J. and Chong, S. S., "The effects of spokes-character's characteristics on brand attitude", Korean Journal of Business Administration, Vol. 26, No. 4, pp. 927-945, 2013.
- Baldwin, H., Creating effective TV commercials, Chicago, IL., Crain Book,. 1982.
- Wildt, L., Apperley, T. A., Clemens, J., Fordyce, R. and Mukherjee, S., "(Re-)Orienting the Videogame Avatar." Games and Culture, 2019.
- Micrtosoft Research, "Digital Me: Toward digitalizing everybody in the world", available at https://www.microsoft.com/en-us/research/project/digital-me/. 2016.
- Lee, J. H., "A study of necessary elements of game character storytelling", Journal of Korea Game Society, Vol. 17, No. 4, pp. 169-178, 2017. https://doi.org/10.7583/JKGS.2017.17.4.169
- Garretson, J. A. and Burton, S., "Alcoholic beverage sales promotion: An initial investigation of the role of warning messages and brand characters among consumers over and under the legal drinking age", Journal of Public Policy and Marketing, Vol. 17, No. 1, pp. 35-47, 1998. https://doi.org/10.1177/074391569801700105
- Garretson, J. A. and Niedrich, R. W., "Spokes-characters: creating character trust and positive brand attitude", Journal of Advertising, Vol. 33, No. 2, pp. 25-36, 2008. https://doi.org/10.1080/00913367.2004.10639159
- Lee, Y. G., Hong, S. T. and Lee, W. J., "A study on the marketing performance of self-character identification and relation internalization in MMOPRPGs", Journal of Korea Game Society, Vol. 21, No. 2, pp. 111-122, 2012. https://doi.org/10.7583/JKGS.2021.21.2.111
- Henning, B. and Vorderer, P., "Psychological escapism: Predicting the amount of television viewing by need for cognition", Journal of Communication Vol. 51, pp. 100-120, 2001. https://doi.org/10.1093/joc/51.1.100
- Vorderer, P., Interactive entertainment and beyond. In: Zillmann, D., Vorderer, P. (eds.) Media entertainment. The psychology of its appeal, Lawrence Erlbaum Associates, Mahwah, NJ, 2000.
- Steffgen, G. and Happ, C., "Superman vs. Bad man? The effects of empathy and game character in violent video games", Cyberpsychology, Behavior, and Social Networking, Vol. 16, No. 10, pp. 774-778, 2013. https://doi.org/10.1089/cyber.2012.0695
- Kim, K., Schmierbach, A. G., Bellur, S., Chung, M-Y., Fraustino, J. D., Dardis, F. and Ahern, L., "Is it a sense of autonomy, control, or attachment? Exploring the effects of in-game customization on game enjoyment", Computers in Human Behavior, Vol. 48, pp. 695-705, 2015. https://doi.org/10.1016/j.chb.2015.02.011
- Wu, S-L. and Hsu, C-P., "Role of authenticity in massively multiplayer online role playing games (MMORPGs): Determonants of virtual item purchase intention", Journal of Business Research, Vol. 92, pp. 242-249, 2018. https://doi.org/10.1016/j.jbusres.2018.07.035
- Lee, Yong Kuk. "A study on RPG usage and game item purchase behavior", Doctoral Thesis, Sangmyung University, Korea, 2019.
- Moon, J., Hossain, M. D., Sanders, G. L., Garrity, E. J. and Jo, S., "Player commitment to massively multiplayer online role-paying Games(MMORPGs): An integrated model", International Journal of Electronic Commerce, Vol. 17, No. 4, pp.7-38, 2013. https://doi.org/10.2753/jec1086-4415170401
- Badrinarayanan, V. A., Sierra, J. J. and Martin, K. M., "A dual identification framework of online multiplayer video games: The case of massively multiplayer online role playing games (MMORPG)", Journal of Business Research, Vol. 68, No. 5, pp. 1045-1052, 2014. https://doi.org/10.1016/j.jbusres.2014.10.006
- Methlie, L .B. and Nysveen, H., "Loyalty of on-line bank customers", Journal of Information Technology, Vol. 14. pp. 375-386. 1999. https://doi.org/10.1080/026839699344485
- Chance, N. A., "Acculturation, self-identification, and personality adjustment", American Anthropologist, Vol. 67, No. 2, pp. 372-393, 1965. https://doi.org/10.1525/aa.1965.67.2.02a00050
- Kim, M. S., "A study on the character development cases of district self - governing party and the application plans in marketing", The Journal of Korean Society of Design Culture, Vol. 6, No. 1, pp. 18-27, 2000.
- Garretson, J. A. and Niedrich, R. W., "Spokes-characters: creating character trust and positive brand attitude," Journal of Advertising, Vol. 33, No. 2, pp. 25-36, 2008. https://doi.org/10.1080/00913367.2004.10639159
- Fournier, S. M., "Consumers and their brands: Developing relationship theory in consumer research", Journal of Consumer Research, Vol. 24, No. 4, pp. 343-373, 1998. https://doi.org/10.1086/209515
- Callcott, M. F. and Phillips, B. J,. "Observations: Elves make good cookies: creating likable spokes-character advertising," Journal of Advertising Research, Vol. 36, No. 5, pp. 73-79, 1996.
- Lin, K-W. and Wang, Y-J., "The influence of animated spokes-characters on customer orientation", International Journal of Organizational Innovation, Vol. 4, No. 4, pp. 142-154, 2012.
- Chou, T-J. and Ting, C-C., "The role of flow experience in cyber-game addiction", Cyberpsychology Behavior, Vol. 6, No. 6, pp. 663-675, 2003. https://doi.org/10.1089/109493103322725469
- Hsu, S. H., Wen, M-H. and Wu, M-C., "Exploring user experiences as predictors of MMORPG addiction", Computer & Education, Vol. 53, No. 3, pp. 990-999, 2009. https://doi.org/10.1016/j.compedu.2009.05.016
- Yee, N., "Motivations of play in MMORPGs: Results from a factor analytic approach", The Daedalus Project, available at http://www.nickyee.com/daedalus/motivations.pdf, 2018.
- Chan, T. K. H., Cheung, C. M. K. and Lee, Z. W. Y., "Investigating the continuance intention to play massively multi-player online games", International Journal of Business and Information, Vol. 9, No. 2, pp. 160-186, 2014.
- Wu, S-L. and Hsu, C-P., "Role of authenticity in massively multiplayer online role playing games (MMORPGs): Determinants of virtual item purchase intention", Journal of Business Research, Vol. 92, pp. 242-249, 2018. https://doi.org/10.1016/j.jbusres.2018.07.035
- Ho, C-H. and Wu, T-Y., "Factors affecting intent to purchase virtual; goods in online games", International Journal of Electronic Business Management, Vol. 10, No. 3, pp. 204-212, 2012.
- Sweetser, P., Johnson, D., Wyeth, P., Anwar, A. and meng, Y., "GameFlow in different game genres and platforms", Computers in Entertainment, Vol. 15, No. 3, pp. 1-24, 2017.
- Huang, E., "Online experiences and virtual goods purchase intention", Internet Research Vol. 22, No. 3, pp. 252-274, 2012. https://doi.org/10.1108/10662241211235644
- Churchill, G. A. Jr., "A paradigm for developing better measure of marketing constructs", Journal of Marketing Research, Vol. 16, No. 1, pp. 64-73, 1979. https://doi.org/10.2307/3150876