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H. Jin, Y. Miao, X. Chen, J. H. Seo & E. M. Park. (2021). Motivation research on the participation of multimedia Web page users in "share" behavior: a case study of Alipay. Multimedia Tools and Applications, 80(26), 34571-34589. DOI : 10.1007/s11042-020-08819-4
DOI
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Y. K. Kim, S. T. Park & S. J. Lee. (2010). Selection of important factors for Patent Valuation using Delphi Method. Entrue Journal of Information Technology, 9(1), 7-17.
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Y. K. Kim & S. T. Park. (2021). Effect of internal and external capabilities and activities of a company on absorptive capacity and performance. Journal of Convergence for Information Technology, 11(11), 125-136. DOI : 10.22156/CS4SMB.2021.11.11.125
DOI
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4 |
S. T. Oh. (2004). A Study On Board Game Development. Master's thesis. Sangmyung University, Cheonan.
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S. H. Kim. (2011). Effect of board game play activities on social improvement for low income children. Master's thesis. Sangji Universitym, Wonju.
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S. T. Park. (2010). Analysis of the Relative Importance of Patent Valuation Criteria for Product Categories. Doctoral thesis. Chungbuk National University, Cheongju.
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S. T. Park, S. J. Lee, S. H. Jung & Y. K. Kim. (2010). A Study of the Secure Plan of Profit in R&D: Focusing on Cellular Phone Parts Industry. Institute of Humanities and Social Sciences. 28, 139-162.
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E. Park, W. J. Jeong & S. H. Oh. (2020). A study on the development of digital board game contents for music education of elementary schoolchild to improve cognitive recognition. Journal of Korea Game Society, 20(1), 133-142. DOI : 10.7583/JKGS.2020.20.1.133
DOI
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H. I. Lee. (2021). Gather up on the board. The Korea Economic Daily(Online). https://www.hankyung.com/life/article/2021022588161
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R. Goldscheider. (2002). Licensing Best Practices: The LESI Guide to Strategic Issues and Contemporary Realities. John Wiley & Sons.
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R. C. Schmidt. (1997). Managing Delphi surveys using nonparametric statistical techniques. Decision Sciences, 28(3), 763-774. DOI : 10.1111/j.1540-5915.1997.tb01330.x
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S. T. Park, Y. K. Kim. (2014). Difference Across Indutries of Innovation Appropriability Mechanism's Effectiveness and Classification. Journal of Digital Convergence, 12(6), 135-144. DOI : 10.14400/JDC.2014.12.6.135
DOI
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E. M. Park & J. H. Seo. (2021). A Study on the Appropriability Mechanism by Industry : Focus on China Industry. Journal of Digital Convergence, 19(2), 161-168. DOI : 10.14400/JDC.2021.19.2.161
DOI
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S. T. Park, S. J. Lee & Y. K. Kim. (2015). Appropriability of innovation results: case of the Korean industry. Indian journal of Science and Technology, 8(21), 1-6. DOI : 10.17485/ijst/2015/v8i21/79271
DOI
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J. H. Bae & S. S. Kim. (2010). Board Game Design and Development Based on Intelligent Humanoid Robot. Journal of The Korean Society for Computer Game, 20, 63-72.
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https://ko.wikipedia.org
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G. Mead. (1934). Mind, self, and society. Chicago: University of Chicago.
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J. H. Park. (2012). A Study on Development of a Board Game which Utilizes Enneagram - Focusing on development of the board game -. Master's thesis. Duksung Woman's University, Seoul.
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M. W. Kim, W. H. Lee & J. W. Park. (2013). The Development of a Hybrid Board Game that Integrates a Digital Game with an Analogue Game and its Application-Focusing on a Monopoly Board Game. Design Converg Stud, 12(5), 273-287.
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J. K. Ahn & H. E. Park. (2016). A Model of Storytelling Board Game based on Motif. Journal of Korea Game Society, 16(4), 15-24. DOI : 10.7583/JKGS.2016.16.4.15
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H. W. Jeong, M. J. Park, M. S. Choe, H. J. Kwon & J. H. Sung. (2020). Development of Multi-Experience AR Board Game'ZOOCUS'For Intellectual Disabled Students. Journal of Korea Game Society, 20(1), 121-132. DOI : 10.7583/JKGS.2020.20.1.121
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