References
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- Dong-Hee Shin and Hee-kyung Kim, "A Case study of Knowledge & Information Contents applied Gamification and Alternate Reality Game concepts", Journal of Digital Contents Society, Vol. 14, No. 2, pp. 151-159, 2013. https://doi.org/10.9728/dcs.2013.14.2.151
- Seung-Hee Nam, "A Study on Alternative Reality Game Storytelling". Journal of Korea Game Society, Vol. 9, No. 2, pp. 41-50, 2009.
- Charles Palmer, Andy Petroski, "Alternate Reality Games - Gamification for Performance", CRC Press: USA, 2017.
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- Min-ju Byun, "A Study on the Storytelling of Beast's Alternate Reality Game Based on Cross-Media Strategy - Focused on the first ARG Beast", The Korean Society of Science & Art, Vol. 37, No. 3, pp. 173-185, 2019. https://doi.org/10.17548/ksaf.2019.06.30.173
- Jane Mcgonogal, "Reality is Broken", The Penguin Press: USA, pp. 35-43, 2011.
- Jane Mcgonogal, "Reality is Broken", The Penguin Press: USA, pp. 44-45, 2011.
- Jane Mcgonigal, "Gaming can make a better world", TED, 2010.
- Ibid., Jane Mcgonigal, "Gaming can make a better world", TED, 2010.
- Jane Mcgonogal, "Reality is Broken", The Penguin Press: USA, pp. 119-127, 2011.
- Yong-tae Kim, "What is ARG?", Monthly Marketing, Vol. 7 , 2013.
- LG, "Nancy's disappearance", LG Monitor Promotion, 2007, http://www.lge.co.kr/event/flatron/200702/05_event/week01/index.jsp
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- Seo-won Shin, Hyun-jin Lee, "A Study on Alternate Reality Art as Social Art through Alternate Reality Game Analysis", Journal of Korean Society of Media and Arts, Vol. 10, No. 1, 2010.