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.4, 2021년, pp.117 - 130
The purpose of this paper is to study users' intention on paid game items through language network analysis. The functional item buying group considered the capabilities and strength of the game character as the most important factor for the winning of the games while the decorative game item buying...
Jong-Hyun Wi, "Innovation and Strategy of Online Games", Imperial College Press, 2009.
KOCCA, "2018 Actual Game User Investigation", 2018.
Joo-Hong Maeng, Min-Soo Jung, Jae-Won Seo, Yoon-Jo Park, Hyo-Nam Kim, "A Study on the New Charging Model in the Online Game", Proceedings of the Korean Socirty of Computer Information Conference, 26(2), pp.102-103, 2018.
Yong-Suk Choi, "Study on the Business Factor in the On-line Game Industry", Chung-Ang Univerity Graduate School Doctoral Thesis, 2009.
Nam-Jae Lee, Nam-O Seol, Kwang-Jae Lee, "A Study on The Biling System of Late Movers in MMORPG", Journal of Korea Game Society, 5(2), pp.19-27, 2005. 6.
Gwang-Jae Jung, "Behavioral Patterns between Free and Paying Users in an Online Game", Business Management Research, 8(1), pp. 57-71, 2015.
Ho, C. and Wu, T., "Factors affecting intent to purchase virtual goods in online games", International Journal of Electronic Business Management, 10(3), pp. 204-212, 2012.
Jing Li, Dong-Min Cho, "A Study on the User's Effect of MOBA Game Character Skin Experience -focused on League of Legends-", Bulletin of Korean Society of Basic Design & Art, 19(1), pp.423-434, 2018.
Joon-Il Seo, "A Study on the Activating Smart Education using Semantic Network Analysis", Kyonggi University Graduate School Ph. D. Dissertation, 2005.
Yang-Woo Park, Suyeon Kim, "An Analysis of Arts Management-related Studies Trend in Korea Using Semantic Network Analysis", Korean Association of Arts Management, 43, pp.5-37, 2017.
Seong-Ho Kim, "A Study on Antecedents and Consequents of Identification: Online Game", The e-Business Studies, 8(2), pp.185-206, 2007.
Schau, H.J. and Gilly, M. C., "We are what we post? Self-Presentation in personal web space", Journal of Consumer Research, 30(4), pp.385-404, 2003.
Muniz, A.M. and O'Guinn, T. C., "Brand community", Journal of Consumer Research, 27(4), pp.412-432, 2001.
Seung-Bae Park, Namho Chung, "A Study on the Cause and the Post-Behaviour of Online Game Attachment: Focused on Online Community Participation Behavior and Trial Behavior", Journal of Korea Service Management Society, 17(5), pp.89-106, 2016.
※ AI-Helper는 부적절한 답변을 할 수 있습니다.