1 |
Dongwon Jo, "An Early History of Digital Culture, East Asia-wide Translocal Practices of Copying of Electronic Entertainment Machine and Personal Computer" Korean Journal of Communication & Information, Vol. 98, pp153-178, 2019.
DOI
|
2 |
윤형섭, 강지웅, 박수영, 오영욱, 전홍식, 조기현. "한국 게임의 역사:세계를 놀라게 한 한국 게임의 기적", 북코리아, 2012.
|
3 |
Game Rating And Adminstration Committee, "GRAC Yearbook 2019 on Rating Classification & Post Management of Game", Game Rating And Adminstration Committee. 2019.
|
4 |
Garnet Hertz and Jussi Parikka, "Zombie Media: Circuit Bending Media Archaeology into an Art Method," Leonardo 45, no. 5, pp. 424-430, 2012.
DOI
|
5 |
Jungyeop Lee, "A Study on the Archiving of Digital Games with Media Archaeological View", Journal of Korea Game Society, Vol. 15, No. 6, pp77-78, 2015.
DOI
|
6 |
Christopher Kelty, "Geeks, Social imaginaries, and Recursive Publics", Cultural anthropology, 20(2), pp.185-214. 2005.
DOI
|
7 |
JiHyun Moon, "Socio-cultural History of Korean Noraebang Growth Focusing on Development of Technology", Culture & Society, vol. 21, pp. 121-170. 2016.
|
8 |
Hyeong-Seop Yun, "한국게임의 역사 정리에 대한 고찰", Korea Game Society, Vol. 8, No. 1, pp11-18, 2011.
|
9 |
Bora Na, "Historiography of 'Gamicity': Theoretical Inquiry of the History of Korean Electronic Games" The Graduate School of Communication & Arts Yonsei University, 2016.
|
10 |
Gonzalo Frasca, "The Videogames of the Oppressed", CommunicationBooks, 2008.
|
11 |
Alexei Yurchak, "Everything Was Forever, Until It Was No More: The Last Soviet Generation", Princeton University Press, 2005.
|
12 |
Lin H ,Sun C -T . "The Role of Onlookers in Arcade Gaming: Frame Analysis of Public Behaviours" CONVERGENCE -LONDON- : Vol. 17, No. 2, pp. 125-138. 2011.
DOI
|
13 |
Game Rating And Adminstration Committee, "GRAC Yearbook 2016 on Rating Classification & Post Management of Game", Game Rating And Adminstration Committee. 2016.
|