1 |
Jun-ho Baek, Jin-tae Jang, Ji-yong Jeong ,Sang-kyun Kim, "A Study on the Gamification Technology Valuation Framework", Journal of Korea Game Society Vol.18 No.3, 17-26, 2018./
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2 |
Chung, D. B., Jang, H. J. and Lee, K., "The Design and Implementation of Gamification for Online Mentoring: Focusing on the Case of 'Idea Community' in Creative Economy Town", Journal of Korea Game Society, Vol. 18, No. 1, pp. 39-50, 2018./
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3 |
Ji-hye Kang, Ah-young Jang, In-hee Song, "A Study on Game Mechanics and Dynamics of Survival Game Content", Journal of Korea Game Society, Vol.18 No.4, pp.5-14, 2018./
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4 |
Ho-Hyeuk Won, Bon-Hyeok Gu, and Hyoung-Youb Kim, "A Study on Game Localization with the Game 'Lobotomy Corporation': Based on Translation Considering Characteristics", Journal of Korean Game Society, Vol. 18, No. 3, pp.87-102, 2018a./
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5 |
Ho-Hyeuk Won, Bon-Hyeok Gu, and Hyoung-Youb Kim, "Copying Theory in Translating Games: Based on the Game 'League of Legends'", Journal of Korean Game Society, Vol. 18, No. 1, pp.134-140, 2018b./
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6 |
Ho-Hyeuk Won, Bon-Hyeok Gu, and Hyoung-Youb Kim, "Copying Theory in Translating Games: Based on the Game 'League of Legends'", Journal of Korean Game Society, pp.135-148, Vol. 18, No. 1, 2018b./
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7 |
Taebok Yoon, Min Chul Kim "A case study of model for playability and effectiveness analysis of serious games", Journal of Korea Game Society Vol 18, No. 6, 111-120, 2018/
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8 |
Jungmin Kwon "Suggestions for Vitalizing Korean Educational Games Industry Based on Case Study Analysis", Journal of Korea Game Society Vol 18, No. 6, 2018/
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9 |
Jun-ho Baek, Jin-tae Jang, Ji-yong Jeong, Sang-kyun Kim, "A Study on the Gamification Technology Valuation Framework", Journal of Korea Game Society Vol.18 No.3, 17-26, 2018./
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10 |
Seungje Lee, Daeyoung Lee, Eui Jun Jeong, "Effects of Random Reward Items Use on Adolescents' Game Addiction Change : Focus on Self esteem, Depression, Self-control, Material Value, and Game Cognition", Journal of Korea Game Society, 8(1), 51-61, 2018./
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