최소 단어 이상 선택하여야 합니다.
최대 10 단어까지만 선택 가능합니다.
다음과 같은 기능을 한번의 로그인으로 사용 할 수 있습니다.
NTIS 바로가기한국게임학회 논문지 = Journal of Korea Game Society, v.21 no.3, 2021년, pp.53 - 66
석화윤 (경희대학교 문화관광콘텐츠학과) , 유창석 (경희대학교 문화관광콘텐츠학과) , 주예진 (경희대학교 문화관광콘텐츠학과) , 주진영 (경희대학교 문화관광콘텐츠학과) , 권형진 (한국전자통신연구원) , 양성일 (한국전자통신연구원) , 남윤재 (경희대학교 문화관광콘텐츠학과)
This study explored how the network structure in terms of social interactions among users via a mobile game has changed longitudinally. The main findings are summarized as follows. First, in-game events are likely to increase the social interactions of users. Second, some power users played key role...
Ministry of Culture, Sports and Tourism. Content Industry Statistics, 2019.
Korea Creative Content Agency. White paper on Korean games, 2017.
Nam, Y. Institutional network structure of corporate stakeholders regarding global corporate social responsibility issues. Quality & Quantity, Vol. 49, No. 3, pp. 1063-1080, 2015.
Lee, J. A study on the effect of how game scenarios, game usage convenience, and game visualization affect interaction among game players and their immersion in games, Journal of Korea Entertainment Industry Association, Vol. 10, No. 6, pp. 467-477, 2016.
Schell, J. The Art of Game Design: A book of lenses: CRC Press. 2008.
Yee, N., Motivations for play in online games, CyberPsychology & behavior, Vol. 9, No. 6, pp. 772-775, 2006.
Bartle, R., Hearts, clubs, diamonds, spades: Players who suit MUDs, Journal of MUD research, Vol. 1, No. 1, pp. 19, 1996.
Lazzaro, N., Why we play games: Four keys to more emotion without story, XEODesign, 2004.
Jung, G. The impact of user interactions on sustainability of online games, Business Management Research, Vol. 9, No. 1, pp. 65-79, 2016.
Ki, D. and Park, C. Two-way interaction between social network service (SNS) and social network game (SNG) users, Asia-pacific Journal of Multimedia Services Convergent with Art, Humanities, and Sociology, Vol. 9, No. 12, pp. 1321-1329, 2019.
Lee, J. and Lee, J. A Study on Differences in Flow and Loyalty according to the type of Online Game players. Journal of Korea Game Society, Vol. 17, No. 5, pp. 71-79. 2017.
Ducheneaut, N., Yee, N., Nickell, E., and Moore, R. J, Alone together?: exploring the social dynamics of massively multiplayer online games, In Proceedings of the SIGCHI conference on Human Factors in computing systems, pp. 407-416, 2006.
Ang, C. S., and Zaphiris, P., Social roles of players in MMORPG guilds: A social network analytic perspective, Information, Communication and Society, Vol. 13, No. 4, pp. 592-614, 2010.
Son, S., Kang, A., Kim, H., Kwon, T., Park, J., and Kim, H. Analysis of context dependence in social interaction networks of a massively multiplayer online role-playing game. PloS one, Vol. 7, No. 4, e33918. 2012.
Choi, S. Analysis on Evolution of MMORPG Gamers' Interaction Network-Focusing on Crawled Data of World of Warcraft, Unpublished master's thesis, Seoul National University, 2014.
Nam, Y. and Barnett, G. A., Globalization of technology: Network analysis of global patents and trademarks, Technological Forecasting and Social Change, Vol. 78, No. 8, pp. 1471-1485, 2011.
Kwahk, K. Social network analysis, Chungram publishing co. 2014.
Sinclair, P. A. Network centralization with the Gil Schmidt power centrality index. Social Networks, Vol. 31, No. 3, pp. 214-219, 2009.
Nam, Y., Yoo, C. and Kim, B. A longitudinal analysis of social networks from marital relationships on Korean genealogy books, Hanna press., 2015.
※ AI-Helper는 부적절한 답변을 할 수 있습니다.