1 |
James Newman, Videogames, trans by Geun-Seo Park et al., Communication books, pp.132-135, 2008.
|
2 |
Hyeong-Jeon Son, "Semiotic analysis on the Death and Resurrection of Characters in MMORPGs", The Korean Society for Computer Game, Vol.19 No.-, pp.107-116, 2009.
|
3 |
Karen Wenz, "Death", The Routledge Companion to Video Game Studies, Routledge, p.311, 2014.
|
4 |
Jesper Juul, The Art of Failure: An Essay on the Pain of Playing Video Games, MIT Press, p.9, 2013.
|
5 |
Richard Bartle, Designing Virtual Worlds, New Riders, p.424, 2003.
|
6 |
Brendan Keogh, "When game over means game over: using permanent death to craft living stories in Minecraft", Proceedings of The 9th Australasian Conference on Interactive Entertainment: Matters of Life and Death, ACM, 2013.
|
7 |
Chris Crawford, The Art of Computer Game Design, trans by Dong-Il Oh, Books & People, pp.25-26, 2005.
|
8 |
Jesper Juul, The Art of Failure: An Essayon the Pain of Playing Video Games, MITPress, p.86, 2013.
|
9 |
Michelle Nephew, "Playing with Identity: Unconscious Desire and Role-Playing Game", Gaming as Culture : essays on reality, identity and experience in fantasy games, N.C.:McFarland & Company, pp.122-125, 2006.
|
10 |
Glenn R. Wichman, A Brief History of "Rogue", http://www.wichman.org/roguehistory.html
|
11 |
Raph Koster, Theory of fun for game design, trans by So-hyun Ahn, Digitalmedia Research, p.112, 2005.
|
12 |
Mihaly Csikszentmihalyi, Finding Flow, trans by Hee-Jae Lee, Hainaim, p.46, 1999.
|
13 |
Anna Anthropy, Clark Naomi, Game Design Vocabulary, trans by Jeong-Soon Jeon, Acorn, p.185, 2015.
|
14 |
Lisbeth Klastrup, "What makes World of Warcraft a world? A note on death and dying." Digital culture, play, and identity: A World of Warcraft reader, MIT Press,p.151. 2008.
|
15 |
Martin Heidegger, Being and time, trans by Yang-Beom Jeon, Dongsuh Press, p.303, 1992.
|
16 |
Mark A. Wrathall, How to read Heidegger, trans by Soon-Hong Kwon, Woongjin Thinkbig, pp.126-131, 2008.
|
17 |
Gonzalo Frasca, Videogames of the Oppressed: Videogames as Means of the Critical Thinking and Debate, trans by Kyeom-Seob Kim, Communicationbooks, p.197, 2008.
|