1 |
J. Paay, J. Kjeldskov, D. Internicola, and M. Thomasen, "Motivations and Practices for Cheating in Pokémon GO," Proceedings of the 20th International Conference on Human-Computer Interaction with Mobile Devices and Services, pp. 1-12, 2018.
|
2 |
B. Zhao and S. Zhang, "Rethinking Spatial Data Quality: Pokemon Go as a Case Study of Location Spoofing," The Professional Geographer, Vol.71, No.1, pp.96-108, 2019.
DOI
|
3 |
A. Bhattacherjee, "Understanding Information Systems Continuance: An Expectation-Confirmation Model," MIS Quarterly, Vol.25, No.3, pp.351-370, 2001.
DOI
|
4 |
Z. Xu, O. Turel, and Y. Yuan, "Online Game Addiction among Adolescents: Motivation and Prevention Factors," European Journal of Information Systems, Vol.21, No.3, pp.321-340, 2012.
DOI
|
5 |
P. M. Podsakoff, S. B. MacKenzie, J. Y. Lee, and N. P. Podsakoff, "Common Method Biases in Behavioral Research: A Critical Review of the Literature and Recommended Remedies," Journal of Applied Psychology, Vol.88, No.5, pp.879-903, 2003.
DOI
|
6 |
J. F. Hair, R. E. Anderson, R. L. Tatham, and W. C. Black, Multivariate Data Analysis. Upper Saddle River, NJ: Prentice Hall, 1998.
|
7 |
C. Yang and D. Liu, "Motives Matter: Motives for Playing Pokémon Go and Implications for Well-Being," Cyberpsychology, Behavior, & Social Networking, Vol.20, No.1, pp.52-57, 2017.
DOI
|
8 |
최승영, 장우진, "로커티브 미디어의 증강현실과 사회적 현존감에 대한 고찰," 한국콘텐츠학회논문지, 제11권, 제8호, pp.88-101, 2011.
DOI
|
9 |
https://sensortower.com/blog/pokemon-go-has-best-year-ever-in-2019-catching-nearly-900m-usd-in-player-spending, 2020.3.17.
|
10 |
김영대, "운동되는 증강현실게임 포켓몬고 열풍," 마이더스, 제2017권, 제3호, pp.78-79, 2017.
|
11 |
E. M. Ghazali, D. S. Mutum, and M. Y. Woon, "Multiple Sequential Mediation in an Extended Uses and Gratifications Model of Augmented Reality Game Pokémon Go," Internet Research, Vol.29, No.3, pp.504-528, 2019.
DOI
|
12 |
F. D. Davis, "Perceived Usefulness, Perceived Ease of Use, and User Acceptance of Information Technology," MIS Quarterly, Vol.13, No.3, pp.319-340, 1989.
DOI
|
13 |
J. Hamari, A. Malik, J. Koski, and A. Johri, "Uses and Gratifications of Pokémon Go: Why do People Play Mobile Location-Based Augmented Reality Games?," International Journal of Human-Computer Interaction, Vol.35, No.9, pp.804-819, 2018.
|
14 |
P. A. Rauschnabel, A. Rossmann, and M. C. tom Dieck, "An Adoption Framework for Mobile Augmented Reality Games: The case of Pokemon Go," Computers in Human Behavior, Vol.76, No.11, pp.276-286, 2017.
DOI
|
15 |
P. Rasche, A. Schlomann, and A. Mertens, "Who Is Still Playing Pokémon Go? A Web-Based Survey," JMIR Serious Games, Vol.5, No.2, p.e7, 2017.
DOI
|
16 |
F. D. Davis, R. P. Bagozzi, and P. R. Warshaw, "User Acceptance of Computer Technology: A Comparison of Two Theoretical Models," Management Science, Vol.35, No.8, pp.983-1003, 1989.
|
17 |
김정환, 오광균, 장한별, "청소년 보호를 위한 게임물(확률형 아이템)의 합리적 규제 방안," 법학연구, 제15권, 제3호, pp.211-239, 2012.
|
18 |
E. Rodgers, Diffusion of Innovations, New York, NY: Free Press, 2003.
|
19 |
V. Lehdonvirta, "Virtual Item Sales as a Revenue Model: Identifying Attributes That Drive Purchase Decisions," Electronic Commerce Research, Vol.9, No.1/2, pp.97-113, 2009.
DOI
|
20 |
정해상, "확률형 게임아이템에 관한 사행성 규제의 한계," 법학논총, 제21권, 제2호, pp.143-162, 2014.
|
21 |
유성호, "위치기반(LBS) 모바일게임의 활성화방안 : 국내게임과 해외게임의 사례연구를 중심으로," 한국콘텐츠학회논문지, 제8권, 제11호, pp.74-84, 2008.
DOI
|
22 |
E. Katz, J. G. Blumler, and M. Gurevitch "Uses and Gratification Research," The Public Opinion Quarterly, Vol.37, No.4, pp.509-523, 1973.
DOI
|
23 |
H. T. Sung, L. Sigerson, and C. Cheng, "Social Capital Accumulation in Location-Based Mobile Game Playing: A Multiple-Process Approach," Cyberpsychology. Behavior, and Social Networking, Vol.20, No.8, pp.486-493, 2017.
DOI
|
24 |
A. Bhattacharya, T. Windleharth, R. Ishii, I. Acevedo, C. Aragon, J. Kientz, J. Yip, and J. Lee, "Group Interactions in Location-Based Gaming: A Case Study of Raiding in Pokemon GO," Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems, pp.1-12, 2019.
|
25 |
L. D. Kaczmarek, M. Misiak, M. Behnke, M. Dziekan, and P. Guzik, "The Pikachu effect: Social and Health Gaming Motivations Lead to Greater Benefits of Pokémon GO use," Computers in Human Behavior, Vol.75, pp.356-363, 2017.
DOI
|
26 |
A. Khalis and A. Y. Mikami, "Who's Gotta Catch 'Em All?: Individual Differences in Pokèmon Go Gameplay Behaviors," Personality and Individual Differences, Vol.124, pp.35-38, 2018.
DOI
|
27 |
B. D. Ma, S. L. Ng, T. Schwanen, J. Zacharias, M. Zhou, I. Kawachi, and G. Sun, "Pokemon GO and Physical Activity in Asia: Multilevel Study," Journal of Medical Internet Research, Vol.20, No.6, p.e217, 2018.
DOI
|
28 |
B. S. Greenberg, J. Sherry, K. Lachlan, K. Lucas, and A. Holmstrom, "Orientations to Video Games among Gender and Age Groups," Simulation & Gaming, Vol.41, No.2, pp.238-259, 2010.
DOI
|
29 |
N. Hulsey and J. Reeves, "The Gift that Keeps on Giving: Google, Ingress, and the Gift of Surveillance," Surveillance & Society, Vol.12, No.3, pp.389-400, 2014.
DOI
|
30 |
M. Khamzina, K. V. Parab, R. An, T. Bullard, and D. S. Grigsby-Toussaint, "Impact of Pokémon Go on Physical Activity: A Systematic Review and Meta-Analysis," American Journal of Preventive Medicine, Vol.58, No.2, pp.270-282, 2020.
DOI
|