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1 |
A Study on Transtextuality and Effect on Replayability of Easter Eggs in Digital Games
Nam, Seo-Hyun;Han, Hye-Won;
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Korea Game Society
, v.22, no.1, pp.3-18,
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2 |
A Study on Process-centered Behavioral Experience for Alternative Interpretation of Game Addiction
Youk, Eun-Hee;
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Korea Game Society
, v.22, no.1, pp.19-32,
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3 |
Improvement of online game matchmaking using machine learning
Kim, Yongwoo;Kim, Young‐Min;
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Korea Game Society
, v.22, no.1, pp.33-42,
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4 |
A study on the design of a virtual environment for the joint experience of online concert viewers -Focused on viewers' immersion and platform's loyalty-
XU, GE;Park, Sujin;Lee, Sangwon;
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Korea Game Society
, v.22, no.1, pp.43-54,
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5 |
Theoretical Background of Games for Social Change
Chu, Jean Ho;
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Korea Game Society
, v.22, no.1, pp.55-64,
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6 |
The Effect of Space Size and Dialogue Topic on Metaverse UX
Song, Stephen W.;Chung, Hanna;Chung, Donghun;
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Korea Game Society
, v.22, no.1, pp.65-76,
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7 |
Media archaeological research on arcade games since the 1990s: Focusing on the rhythm action game
Jeon, Eun Ki;
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Korea Game Society
, v.22, no.1, pp.77-86,
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8 |
Analysis of VR Game Trends using Text Mining and Word Cloud -Focusing on STEAM review data-
Na, Ji Young;
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Korea Game Society
, v.22, no.1, pp.87-98,
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9 |
Exploring Factors Affecting Active Video Gaming and General Physical Activity
Choi, Ji Hye;
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Korea Game Society
, v.22, no.1, pp.99-108,
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10 |
The effect of eSports Direct Spectators' Motivation on Audience Satisfaction and Behavioral Intention Based on Uses and Gratification Theory
Quan, Lihua;Yoo, Changsok;
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Korea Game Society
, v.22, no.1, pp.109-118,
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11 |
A Study on the Japanese-style Character Design combined with Ghosts and Gods Culture and the Development of Contents according to Proposal - Focused on Chinese mobile game 'Onmyoji'
Wang, Hui-Ling;Lee, Dong-Yeop;
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Korea Game Society
, v.22, no.1, pp.119-128,
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