주제분류(KDC/DDC) |
오락
|
177
|
1
|
|
주제어 |
branchingnarrative
|
1
|
1
|
|
gameresearchtrends
|
1
|
1
|
|
gamificationenvironmentalfiel ...
|
1
|
1
|
|
gamificationmechanism
|
1
|
1
|
|
interdependentandindependents ...
|
1
|
1
|
|
mentalhealthbelief
|
1
|
1
|
|
partial business model
|
1
|
1
|
|
premium item
|
1
|
1
|
|
realizationofpublicinterest
|
1
|
1
|
|
virtual money of game
|
1
|
1
|
|
게이미피케이션메커니즘
|
1
|
1
|
|
환경분야게이미피케이션
|
1
|
1
|
|
gameitembalancing
|
2
|
1
|
|
gameitempricing
|
2
|
1
|
|
itempricingmethod
|
2
|
1
|
|
narrative utilization
|
2
|
1
|
|
perceived seriousness of sexu ...
|
2
|
1
|
|
revenue model
|
2
|
1
|
|
성희롱 문제인식
|
2
|
1
|
|
성희롱 행동경험
|
2
|
1
|
|
advergames
|
3
|
1
|
|
catharsistheory
|
3
|
1
|
|
cognitiveneoassociationtheory
|
3
|
1
|
|
corporategames
|
3
|
1
|
|
healthandmedicalseriousgames
|
3
|
1
|
|
healthbehavior/promotiontheor ...
|
3
|
1
|
|
publichealthandmedicalservice
|
3
|
1
|
|
socialpsychologicaltheories
|
3
|
1
|
|
violentgames
|
3
|
1
|
|
공익실현
|
3
|
1
|
|
Leadership.
|
4
|
1
|
|
adaptive game use
|
4
|
1
|
|
game-efficacy
|
4
|
1
|
|
gameapplication
|
5
|
1
|
|
fpsgame
|
6
|
1
|
|
herosjourney
|
9
|
1
|
|
healthdisparity
|
10
|
1
|
|
serious games
|
20
|
2
|
|
개발방향
|
14
|
1
|
|
interactive
|
27
|
1
|
|
developmentdirection
|
29
|
1
|
|
construal level theory
|
35
|
1
|
|
sexual harassment
|
47
|
1
|
|
양성평등의식
|
49
|
1
|
|
psychological distance
|
56
|
1
|
|
mass media
|
67
|
1
|
|
mmorpg
|
66
|
1
|
|
심리적 거리
|
81
|
1
|
|
game
|
267
|
3
|
|
기능성게임
|
110
|
1
|
|
Self-control
|
144
|
1
|
|
해석 수준 이론
|
144
|
1
|
|
loneliness
|
176
|
1
|
|
personality
|
179
|
1
|
|
Loneliness
|
197
|
1
|
|
business model
|
207
|
1
|
|
gamification
|
246
|
1
|
|
mental health
|
277
|
1
|
|
morality
|
266
|
1
|
|
participation
|
329
|
1
|
|
life satisfaction
|
430
|
1
|
|
참여
|
445
|
1
|
|
Self-esteem
|
1,127
|
1
|
|
narrative
|
805
|
1
|
|
social capital
|
761
|
1
|
|
storytelling
|
752
|
1
|
|
depression
|
4,329
|
1
|
|
계 |
|
11,959 |
71 |
|
* 주제로 분류 되지 않은 논문건수 |
|
2 |
|