최소 단어 이상 선택하여야 합니다.
최대 10 단어까지만 선택 가능합니다.
다음과 같은 기능을 한번의 로그인으로 사용 할 수 있습니다.
NTIS 바로가기한국언론학보 = Korean journal of journalism & communication studies, v.66 no.3, 2022년, pp.92 - 138
Lee, Jihye , Joo, Chungmin
초록이 없습니다.
Adler, Patricia A., Adler, Peter. The Cyber Worlds of Self‐Injurers: Deviant Communities, Relationships, and Selves. Symbolic interaction, vol.31, no.1, 33-56.
Louise Barriball, K., While, Alison. Collecting data using a semi‐structured interview: a discussion paper. Journal of advanced nursing, vol.19, no.2, 328-335.
Bélisle, Jean-François, Bodur, H. Onur. Avatars as information: Perception of consumers based on their avatars in virtual worlds. Psychology & marketing, vol.27, no.8, 741-765.
Bessière, Katherine, Seay, A. Fleming, Kiesler, Sara. The Ideal Elf: Identity Exploration in World of Warcraft. Cyberpsychology & behavior : the impact of the internet, multimedia and virtual reality on behavior and society, vol.10, no.4, 530-535.
Bullingham, Liam, Vasconcelos, Ana C.. ‘The presentation of self in the online world’: Goffman and the study of online identities. Journal of information science, vol.39, no.1, 101-112.
Daft, Richard L., Lengel, Robert H.. Organizational Information Requirements, Media Richness and Structural Design. Management science, vol.32, no.5, 554-571.
Donath, J.. Mediated Faces. Lecture notes in computer science, vol.2117, 373-390.
Gabbiadini, A., Greitemeyer, T.. Uncovering the association between strategy video games and self-regulation: A correlational study. Personality and individual differences, vol.104, 129-136.
Gee, James Paul. What video games have to teach us about learning and literacy. Computers in entertainment : CIE, vol.1, no.1, 20-20.
Gentile, Douglas A., Anderson, Craig A., Yukawa, Shintaro, Ihori, Nobuko, Saleem, Muniba, Lim Kam Ming,, Shibuya, Akiko, Liau, Albert K., Khoo, Angeline, Bushman, Brad J., Rowell Huesmann, L., Sakamoto, Akira. The Effects of Prosocial Video Games on Prosocial Behaviors: International Evidence From Correlational, Longitudinal, and Experimental Studies. Personality & social psychology bulletin, vol.35, no.6, 752-763.
Greitemeyer, Tobias, Osswald, Silvia. Effects of prosocial video games on prosocial behavior.. Journal of personality and social psychology, vol.98, no.2, 211-221.
Hongladarom, Soraj. Personal Identity and the Self in the Online and Offline World. Minds and machines, vol.21, no.4, 533-548.
Hooi, R., Cho, H.. Avatar-driven self-disclosure: The virtual me is the actual me. Computers in human behavior, vol.39, 20-28.
Joinson, Adam N.. Self-disclosure in computer-mediated communication: The role of self-awareness and visual anonymity. European journal of social psychology, vol.31, no.2, 177-192.
Jun, Youngcook. Comparative Review Study between Interview and In-depth interview for Qualitative Research. 열린교육연구, vol.25, no.1, 147-168.
Kim Dae-Gun,. A Study on Self Identity in Cyberspace. 倫理硏究= Journal of Korean ethics studies, vol.1, no.86, 219-242.
Kim, J. (2008). Self-recognition in cyberspace and performing the multiple identity. Korean Journal of Social Theory, 33, 201-247.
Kim, J. (2021, 10, 25). “The future of the metaverse is OOOOO”… The future of ZEPETO. Joongangilbo. Retrieved 2/3/22 from https://www.joongang.co.kr/article/25000145#home
Kim Seong Soo,. Cyberself as Transhumanism. 東西哲學硏究 : 韓國東西哲學硏究會論文集, vol.90, 517-542.
Kim, So-Young. Theoretical Research for the Study of Popular Culture Consumers’ Trans-boundary Selves : from Mead’s intersubjective self to online multiple selves. 인문콘텐츠 = Humanities contents, vol.60, 9-32.
Kim, Y. (2004). Everyday practice of mobile teclmologies cyber mobility and belonging. Media & Society, 12(3), 55-89.
Kim, Y. (2005). Exploring values of blog users - Using laddering technique. Advertising Research, 68, 9-35.
Kim, Y. (2008a). Qualitative research : Bricoleur. Seoul: Moonumsa.
Kim, Y. (2008b). Web self-disclosure. Korean Journal of Journalism & Communication Studies, 52(6), 78-99.
Ko, C. (2005). The ontology of cyber world : An analysis on ontological relation of virtuality·actuality·reality and a comparison with another worlds. Journal of Korean Philosophical Society, 93, 1-25.
Ko, S., Chung, H., Kim, J., & Shin, Y. (2021). A study on the typology and advancement of cultural leisure-based metaverse. KIPS Transactions on Software and Data Engineering, 10(8), 331-338.
Lee, B. (2021). The metaverse world and our future. The Korea Contents Association Review, 19(1), 13-17.
Lee, J. (2021). A legal study on the effectiveness and legal issues of metaverse for future generations. The Law Reasearch Institutute of Hongik Univ., 22(3), 49-82.
Lee, J., Hong, J., & Eune, J. (2013). A study on the types of multiple identity based on KakaoTalk profile images. Archives of Design Research, 26(4), 181-204.
Lee, S. (2021). Log in metaverse: Human × space × time revolution(IS-115). Seongnam: Software Policy Research Institute.
Lee, S., Han, J., & Ha, H. (2014). Presentation of self and impression management in Facebook. Korean Journal of Social Theory, 46, 293-335.
Lim, J. (2011). The mode of life in actual-virtual convergence age. Journal of Cybercommunication Academic Society, 28(2), 53-98.
Lim, Taehyeong, Yang, Eunbyul, Kim, Kukhyeon, Ryu, Jeeheon. A study on user experience analysis of high school career education program using metaverse. 학습자중심교과교육연구 = Journal of learner-centered curriculum and instruction, vol.21, no.15, 679-695.
Lyles, T. (2020, 7, 21). Over half of US kids are playing Roblox, and it’s about to host Fortnite-esque virtual parties too. The Verge. Retrieved 11/1/21 from https://www.theverge.com/2020/7/21/21333431/roblox-over-half-of-us-kids-playing-virtual-parties-fortnite
Marcia, James E.. Development and validation of ego-identity status.. Journal of personality and social psychology, vol.3, no.5, 551-558.
McFARLAND, LYNN A., YUN, GUNNA (JANET), HAROLD, CRYSTAL M., VIERA Jr., LUCIANO, MOORE, LORIE G.. AN EXAMINATION OF IMPRESSION MANAGEMENT USE AND EFFECTIVENESS ACROSS ASSESSMENT CENTER EXERCISES: THE ROLE OF COMPETENCY DEMANDS. Personnel psychology, vol.58, no.4, 949-980.
Mead, G. H. (1934). Mind, self and society (Vol. 111). Chicago: University of Chicago press.
Mennecke, Brian E., Triplett, Janea L., Hassall, Lesya M., Conde, Zayira Jordán, Heer, Rex. An Examination of a Theory of Embodied Social Presence in Virtual Worlds*. Decision sciences, vol.42, no.2, 413-450.
Merola, Nicholas, Peña, Jorge. The Effects of Avatar Appearance in Virtual Worlds. Journal of virtual worlds research, vol.2, no.5,
Messinger, Paul R, Ge, Xin, Stroulia, Eleni, Lyons, Kelly, Smirnov, Kristen, Bone, Michael. On the Relationship between My Avatar and Myself. Journal of virtual worlds research, vol.1, no.2,
Murphy, G. (2004). The big book of concepts. Massachusetts: MIT Press.
Na, E. (2006). Internet communication: Anonymity, interactivity and group polarization. Communication Theories, 2(1), 93-127.
Nunes, M. (2006). Cyberspaces of everyday life (Vol. 19). Minnesota: U of Minnesota Press.
Oh, Y. (2021). The metaverse is coming again. Retrieved 1/15/22 from https://aihub.or.kr/node/23710
박동준,. A Study on Identity in Cyber-Community. 倫理硏究= Journal of Korean ethics studies, vol.1, no.79, 133-159.
Park, Hye Sook. A Study on the Characteristics of New Generation with Life Style - Focus on Generation Z -. 인문사회 21 = The journal of humanities and social sciences 21, vol.7, no.6, 753-768.
Park, S. (2004). From deviance To normality : Avatars as agent of self in cyberspace. Korean Journal of Journalism & Communication Studies, 48(5), 375-405.
Park, S. (2005). Self identity and Internet community site using behavior. Journal of Broadcasting and Telecommunications Research, 61, 255-285.
Park, S. (2010). A mediated experience of instant messenger. Journal of Cybercommunication Academic Society, 27(1), 5-51.
Patton, M. Q. (2014). Qualitative research & evaluation methods: Integrating theory and practice. California: Sage.
Persson, A. (2012). Front-and backstage in social media. Language, Discourse & Society, 1(2), 11-31.
Rifkin, J. (2009). The empathic civilization: The race to global consciousness in a world in crisis. London: Penguin.
Seidman, I. (2006). Interviewing as qualitative research: A guide for researchers in education and the social sciences. New York: Teachers college press.
Shin, K., Jo, M., & Yang, J. (2004). Qualitative research. Seoul: Ewha Womans University Press.
Smart, J. M., Cascio, J., & Paffendorf, J. (2007). Metaverse roadmap overview. CA: Acceleration Studies Foundation.
Song, W., & Chung, D. (2021). Explication and rational conceptualization of metaverse. Informatization Policy, 28(3), 3-22.
Suh,, Kim,, Suh,. What If Your Avatar Looks Like You? Dual-Congruity Perspectives for Avatar Use. MIS quarterly : management information systems, vol.35, no.3, 711-.
The Learning Network (2020, 6, 19). How animal crossing will save Gen Z. The New York Times. Retrieved 11/1/21 from https://www.nytimes.com/2020/06/17/learning/how-animal-crossing-will-save-gen-z.html
Thompson, C. (2016, 4, 14). The Minecraft generation. The New York Times. Retrieved 11/1/21 from https://www.nytimes.com/2016/04/17/magazine/the-minecraft-generation.html
Tilak, Shantanu, Glassman, Michael, Kuznetcova, Irina, Peri, Joshua, Wang, Qiannan, Wen, Ziye, Walling, Amanda. Multi-User Virtual Environments (MUVEs) as Alternative Lifeworlds: Transformative Learning in Cyberspace. Journal of transformative education, vol.18, no.4, 310-337.
Turkle, S. (1995). Life on the screen: Identity in the age of the Internet. New York: Touchstone.
Turkle, S. (2011). Life on the screen. New York: Simon and Schuster.
Vaast, Emmanuelle. Playing with masks: Fragmentation and continuity in the presentation of self in an occupational online forum. Information technology & people, vol.20, no.4, 334-351.
Wallace, P., & Maryott, J. (2009). The impact of avatar self-representation on collaboration in virtual worlds. Innovate: Journal of Online Education, 5(5).
WALTHER, JOSEPH B., BURGOON, JUDEE K.. Relational Communication in Computer-Mediated Interaction. Human communication research, vol.19, no.1, 50-88.
Wolfendale, Jessica. My avatar, my self: Virtual harm and attachment. Ethics and information technology, vol.9, no.2, 111-119.
Yoon, Gunwoo, Vargas, Patrick T.. Know Thy Avatar : The Unintended Effect of Virtual-Self Representation on Behavior. Psychological science : a journal of the American Psychological Society, vol.25, no.4, 1043-1045.
윤명희,, 손수빈,. Social Network and Identity Play: on Twitter Bot. 문화와 사회 = Culture & society, vol.18, 287-328.
Yu, J. (2021). Metaverse, a space that opens ‘business expansion’ and ‘innovation’. Webzine Munhwagwangwang. Retrieved 1/15/22 from http://www.kcti.re.kr/webzine2/webzineView.action?issue_count=121&menu_seq=3&board_seq=1
Zepeto Homepage(2022).Retrieved 3/26/22 from https://zepeto.me/
*원문 PDF 파일 및 링크정보가 존재하지 않을 경우 KISTI DDS 시스템에서 제공하는 원문복사서비스를 사용할 수 있습니다.
※ AI-Helper는 부적절한 답변을 할 수 있습니다.