1 |
boyd. d.& Ellison. N. B, "Social network sites: definition, history and scholarship", Journal of computer-mediated communication, pp.210-230, 2008.
|
2 |
Young-yong Kim, "Interactive media and play", CommunicationBooks, 2012.
|
3 |
Gah-young Nai, "Study on motivation and gratification of mobile SNS users: centering on Twitter and Me2day, Sogang university, Master's dissertation, 2010.
|
4 |
Chanuk Park, Byeong Eon Hyeon, Ju-young Park, "A Study on hedonic using motivation and diffusion of social network service", Productivity review, Vol 24, No.2, 2013.
|
5 |
Jun Hee Lee, "Designing games with boundary as formal element", Journal of Korea Game Society, pp.3-10, 2010.
과학기술학회마을
|
6 |
Jesper Juul, "Half-Real: Video games between real rules and fictional worlds", MIT Press, pp.36-43, 2005.
|
7 |
McLuhan Marshall, Bruce R. Powers, translated by Gi-Soon, "The global village : transformations in world life and media in the 21st century", CommunicationBooks, 2005.
|
8 |
Bogost Ian, edited by D.E Wittkower, "Ian became a fan of Marshall McLuham on facebook and suggested you became a fan too", in facebook and philosophy, Open court, pp.21-32, 2012.
|
9 |
Huizinga, Johan, "Homo ludens : A study of the play Element in Culture", Kkachi, pp.27-30, 1993.
|
10 |
Frasca, Gonzalo, edited by Mark J.P Wolf & Bernard Perron, "Simulation versus narrative: introduction to ludology", in The video game theory reader, Routlege, pp.221-235, 2003.
|
11 |
Dibbell Jullian, "My tiny life: crime and passion in a virtual world", Holt paperbacks. 1999.
|
12 |
McLuhan Marshall, translated by Sang-ho Kim, "Understanding media:the extension of man", Critical edition, CommunicationsBooks, 2011.
|
13 |
, http://bit.ly/1d994Hd
|
14 |
, http://bit.ly/OjAhkJ
|
15 |
, http://bit.ly/1e6I8eM
|
16 |
, http://bit.ly/NjpPZh
|
17 |
, http://bit.ly/1ib9PE3
|
18 |
, http://bit.ly/1cLZPlm
|
19 |
Robinett, Warren,edited by Mark J.P. World & Bernard Perron, "The video game theory reader", Routledge,pp. vii-xix, 2003.
|
20 |
Jesper Juul, "A casual revolution: reinventing video games and their players", MIT Press, 2010.
|
21 |
Global web index 2014, GWI social, web link https://www.globalwebindex.net/products/report/gwi-social-january-2014.
|
22 |
SK communications, Company internal resource, "Service philosophy of the Cyworld", 2004.
|
23 |
, http://bit.ly/NjqI43
|
24 |
, http://www.moves-app.com
|
25 |
, http://bit.ly/1obe2tH
|
26 |
, https://www.azumio.com/argus
|
27 |
Neman James, translated by Keun-seo Park, Sung-il Hong, Bora Nah, Shin-kyu Kang, "Video games", CommunicationBooks, pp.112-141, 2008.
|
28 |
Young-wook Park, "Media, media arts and philosophy", Hyangyun, pp.54-55, 2009.
|
29 |
M., Boulton, translated by Yoiung min Kim, "Analysis of the novel", Dongchunsa, 1984.
|
30 |
Sang-woo Lee, Game, gamer and play, Jaum gua moeum, pp.119-141, 2012.
|
31 |
Taesuk Kihl, "The Nature of Game storytelling as Action-Narrative", Journal of Korea Game Society, pp.31-42, 2011..
|
32 |
Keun-seo Park, "Play and Narrative in Video game", Korean regional communication research, Communication science studies, pp. 208-242, 2009.
|
33 |
Soon-Ja Ma, "Meanings of Abstraction in Abstract Painting", Journal of the Association of Western Art History, pp.129-149, 2005.
|
34 |
Jae-hyun Lee, edited by Jae-hyun, Lee, "What is Twitter: multi-disciplinary approach", Seoul National University journalism research center edition, CommunicationBooks, pp.2-3, 2012.
|