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Korea Creative Content Agency, White Paper on Korean Games: Guide to Korean Games Industry and Culture, Korea Creative Content Agency, p. 416, 2013.
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2 |
Salen Katie, Zimmerman Eric, translated by Hyung-Sup Yoon, Yong-Man Kwon, Rules of Play: Game Design Fundamentals, ZicoScience, pp. 126-148 2010.
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3 |
Noah Wardrip-Fruin, Expressive Processing: digital fictions, computer games and software studies, The MIT Press, p. 381, 2009.
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4 |
Toru Iwatani, translated by Hoon Kim, The Game studies of Pac-Man, Vizandbiz, pp. 57-61, 2012
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5 |
Johan Huizinga, translated by Jong-In Lee, Homo Ludens: A Study of the Play Element in Culture, Yeonamseoga, pp. 29-47, 2010.
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6 |
Roger Caillois, translated by Sang-lyul Lee, Les Jeus et Les Hommes: Le masque et le vertige, Moonye Publishing, pp. 9-34, 1994.
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7 |
https://ko.wikipedia.org/wiki/
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8 |
Shin Duk, Yang, "A Study on Player's Immersion by Difference of Input Control Devices in Computer Games", Korea Game Society, Vol. 10, No. 1, pp. 35-45, 2010.
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9 |
Jin-Woo Kim, An Introduction of Human Computer Interaction , Ahn Graphics, p. 29, 2012.
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10 |
Walter Benjamin, translated by Seong-Man Choi, Gesammelte Schriften, p. 105, Gil, 2014.
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11 |
Hee Chang, "An Analysis of the Preference for Physical Interactive Game Console by Domestic Game Users_focus on Nintendo Wii", Korea Game Society, Vol. 10, No. 2, pp. 21-27, 2010.
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12 |
Hyung-Sup Yoon, Ji-Woong Kang, Su-Yeon Park, Young-Wook Oh, Hong-Sig Jeon, Gi-Hyeon Jo, The History of Korean games, BookKorea, p. 25. 2012.
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13 |
http://www.korean.go.kr/
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14 |
Jeannie Novak, translated by Kim, Game Development Essentials, Cheong Moon Gak, pp. 89-90, 2006.
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