1 |
Ahn, S., & Cho, C.(2007). A Study on the Relationship between Internet Addiction and Self-control of Middle School Students. Journal of Educational Research & Implementation, 6(2), 87-103.
|
2 |
Card, D., & Krueger, A. B.(1994). Minimum Wages and Employment: A Case Study of the Fast-Food Industry in New Jersey and Pennsylvania. American Economic Review, 84(4), 772-793.
|
3 |
Cho, S. H., & Kwon, J. H.(2017). A Validation of the Korean Version of the Internet Gaming Disorder Scale (K-IGDS): Findings from a Community Sample of Adults. Korean Journal of Clinical Psychology, 36(1), 104-117.
DOI
|
4 |
Cho, Y. K.(2009). Analysis of the Factors that Influence Effective Use Online Games of Adolescents. Journal of Cybercommunication Academic Society, 26(4), 151-193.
|
5 |
Choi, H. S., Ryong, J. S., & Kim, K. H.(2013). Development and Validation of the Korean Game Addiction Scale for Adults. Korean Journal of Health Psychology, 18(4), 709-726.
DOI
|
6 |
Cohen, S., Kamarck, T., & Mermelstein, R.(1983). A global measure of perceived stress. Journal of Health and Social Behavior, 24(4), 385-396.
DOI
|
7 |
Han, K. H., Lee, H. C., & Kim, T. U.(2007). Determining Uses and Gratifications for the Mobile Games. Information Systems Review, 9(2), 15-39.
|
8 |
Huber, P. J.(1967). The behavior of maximum likelihood estimates under non-standard conditions. In: Proceedings of the Fifth Berkeley Symposium on Mathematical Statistics and Probability, Berkeley, University of California Press, 221-233.
|
9 |
Jo. M. G., & Ryu, S.(2017). A Study on Causalities among Multidimensional Factors of the Perceived Self-Control and the Perceived Internet Game Addiction. Korean Journal of Journalism & Communication Studies, 61(1), 111-143.
DOI
|
10 |
Kim, H., Han, C. H., Suh, B., & Kim, K.(2005). A Study on the Factors Affecting Customers Intention to Use the Mobile Game Service. The Jounal of Society for e-Business Studies, 10(1), 1-19.
|
11 |
Kim, H. B., & Park, Y. I.(2015). A Study of Influence Factor on Mobile Game Heavy User. Journal of Digital Contents Society, 16(3), 493-501.
DOI
|
12 |
Kim, J. Y.(2012). A Study on the Effect of Critical Factors on Consumer Satisfaction of Online Game Users. Journal of the Korea Society of Computer and Information, 17(11), 163-171.
DOI
|
13 |
Kim, M. S., & Han, J. W.(2012). The Effect of Sport Video Gamers' Motives on Team Identification: Moderating Role of Gender. Korean Journal of Sport Management, 17(1), 63-77.
|
14 |
Korea Creative Content Agency(2010). Comprehensive Scale for Assessing Game Behavior (CSG) Manual. Retrieved from http://portal.kocca.kr/cop/bbs/view/B0000147/1303388.do?menuNo=201825
|
15 |
Park, J. O., & Seo, Y. S.(2010). Validation of the Perceived Stress Scale (PSS) on Samples of Korean University Students. Korean Journal of Psychology, 29(3), 611-629.
|
16 |
Lee, H. W., & Oh, K. R.(2015). Effect of Self-control of Middle School Student Participation in After School Sports Activities on On-Line Game Addiction Tendency and School Adjustment. Journal of Sport and Leisure Studies, 62, 627-638.
DOI
|
17 |
Park, B. K., Shin, S. M., & Lee, H. J.(2012). A Study on the Relationship Between Types of Teen preferred Internet Game and Internet Game Addiction, Parent-Adolescent Communication, and Self-Control. Korean Journal of Health Psychology, 17(3), 659-676.
DOI
|
18 |
Park, B. S., & Park, S.(2016). Multiple Mediating Effects of Family, Friend and Teacher Relationship on the Relation between Stress and Internet Game Addiction of Adolescents. Health and Social Welfare Review, 36(1), 61-88.
DOI
|
19 |
Tangney, J. P., Baumeister, R. F., & Boone, A. L.(2004). High Self-Control Predicts Good Adjustment, Less Pathology, Better Grades, and Interpersonal Success. Journal of Personality, 72(2), 271-324.
DOI
|
20 |
Suh, S. Y., & Lee, Y. H.(2007). The Relationships between Daily Hassles, Social Support, Absorption Trait and Internet Addiction. Korean Journal of Clinical Psychology, 26(2), 391-405.
DOI
|
21 |
White(1982). Maximum Likelihood Estimation of Misspecified Models. Econometrica, 50, 1-25.
DOI
|
22 |
Yoo, B., & Jeon, S.(2014). An Empirical Analysis of the Regulation Effects on Webboard Games using VECM, Asia-Pacific. Journal of Business Venturing and Entrepreneurship, 9(6), 109-115.
|
23 |
Yoon, G. W., Kim, W. J., & Ryu, S. H.(2009). A Study on the Factors of Individual Acceptance for Online Game. Journal of Korea Game Society, 9(3), 107-119.
|