최소 단어 이상 선택하여야 합니다.
최대 10 단어까지만 선택 가능합니다.
다음과 같은 기능을 한번의 로그인으로 사용 할 수 있습니다.
NTIS 바로가기한국정보통신학회논문지 = Journal of the Korea Institute of Information and Communication Engineering, v.26 no.8, 2022년, pp.1148 - 1157
이준석 (Department of Game Studies, Graduate School, Sangmyung University) , 이대웅 (Department of Game Studies, College of Convergence Engineering, Sangmyung University)
In 2019, COVID-19 changed many people's lives. Among them, metaverse supports non-face-to-face services through various methods, replacing daily tasks. This phenomenon was created and formed like a culture due to the prolonged COVID-19. In this paper, the fun elements used in the existing game were ...
O. H. Kwon, "A Study on Game Oriented Virtual World and Socially Virtual World in Metarverse -Focused on the Flow Theory-," M. S. theses, Konkuk University, Seoul, Korea, 2012.
Y. J. Kim, "A Study on the Convergence of Types in Game and Non-Game Metaverse Contents," The Korean Journal of animation, vol. 17, no. 3, pp. 80-99, Sep. 2021.
H. G. Park, "Metaverse World," Excellence Marketing for Customer, vol. 55, no. 5, pp. 42-51, May. 2021.
H. J. Yun, J. Lee, and H. Y. Yun, "A Preliminary Study on Concept and Types of Metaverse : Focusing on the Possible World Theory," Korea Humanities Content Society, vol. 9, no. 62, pp. 57-80, Sep. 2021.
J. H. Jeon, "A study on the Principle of Metaverse Composition with a focus on Roblox," Korean Society for Visual Culture, vol. 38, pp. 257-279, Jun. 2021.
K. Yoon, "Metaverse Standardization Trends," Information and Communications Megazine, vol. 38, no. 9, pp. 32-38, Sep. 2021.
S. -E. Seong "A study on R&D trends and propects of Metaverse," in Proccedings of Academic Conference of the Hci Society of Korea, vol. 2008, no. 02b, pp. 600-607, 2008.
D. H. Chae, S. H. Lee, J. Song, and Y. H. Lee "KoccaFocusMetaverse and contents," Korea Creative Content Agency, Korea, Technical Report vol. 134, 2021.
J. Huizinga, Homo Ludens: a study of the play element in culture, Yeonam Pub., 2018.
D. S. Yong, "A study on Game Design - Based on fun factor- M. S. theses, Sangmyung University, Seoul, Korea, 2001.
C. I. Park, H. S. Yang, and H. S. Yang "Fun Factors by Game Genre," The Journal of the Korea Contents society Association, vol. 7, no. 12, pp. 20-29, Nov. 2007.
S. J. Kang and C. S. Cho, "A Study on Design Elements for Edutainment Based on Flow Theory for Game," Journal of the Korean Society of Design Culture, vol. 13, no. 3, pp. 39-48, Sep. 2007.
J. H. Lee "Analysis of "Fun" Based Online Community Service through "Software Honeycomb," Korean Society of Basic Design & Art, vol. 9, no. 1, pp. 601-609, Sep. 2008.
H. S. Yun, "A Study on the Evaluation Model of Fun in MMORPGs," Ph. D. dissertation, Sangmyung University, Seoul, Korea, 2009.
J. S. Jeon, "A Study on the Influence of the Game Addiction by Fun factors in MMORPG," Ph. D. dissertation, Hanyang University , Seoul, Korea, 2010.
J. S. Young, "A Technique for Extracting Characteristic Element of Fun Based on Value Hierarchical Map at the Game Design Phase," M. S. theses, Soongsil University, Seoul, Korea, 2010.
S. J. Yi and D. R. Chang, "A Study on Brand Experience Strategy of BTL which Used Game experience: Mainly with the Fun Elements of Games and Gamification," Korean Society of Basic Design & Art, vol. 13, no. 5, pp. 379-391, Sep. 2012.
J. B. Chun, "Classification of Game based on Designmechanismand Fun factors : Case of Smartphone Game," M.A. dissertation, Seoul National University, Seoul, Korea, 2012.
H. Y. Jeoung, H. J. Yoo, S. M. Bang, and J. K. Lee, "An analysis of fun factors in game applications for children," Korean Society for Early Childhood Education, vol. 33, no. 6, pp. 237-262, Sep. 2013.
T. Y. Kim, "Research Study on User Preference of the Elements for Fun in Alternative Reality Games," M. A. dissertation, Hoseo University, Korea, 2017.
C. S. Kwon, "A Study on Development and Evaluation of Experiential Learning Game Contents Using Authentic Virtual Reality," Ph. D. dissertation, Seoul National University, Seoul, Korea, 2017.
R. R. Qiao, "The Effect of Virtual Reality(VR) Content's Fun on Reuse Intention," Ph. D. dissertation, Jeonju University, Korea, 2019.
M. J. Jeong and I. S. Kim, "Investigating Fun of Virtual Reality in Maximizing Participants' Satisfaction and Its Effect on Storytelling Intention in Game Exhibition - Focused on G-star Visitors -" Tourism Research, vol, 44, no. 3, pp. 197-211, Sep. 2019.
S. P. Kim, "An Exploratory Study on Complementarity Between the Types of Play and Remediation in Sandbox Games," The Korean Society of Illustration Research, vol. 20, no. 60, pp. 111-124, Sep. 2019.
*원문 PDF 파일 및 링크정보가 존재하지 않을 경우 KISTI DDS 시스템에서 제공하는 원문복사서비스를 사용할 수 있습니다.
오픈액세스 학술지에 출판된 논문
※ AI-Helper는 부적절한 답변을 할 수 있습니다.