“디지털 게임(MMORPG)의 축제성에 관한 연구: 이행성 개 념과 아바타를 중심으로”

논문상세정보

' “디지털 게임(MMORPG)의 축제성에 관한 연구: 이행성 개 념과 아바타를 중심으로”' 의 참고문헌

  • 축제의 정신
    이상일 - [1998]
  • 축제와 문명
    J. Duvignaud - [1998]
  • 인도의 신화와 종교
    정광흠 - [2012]
  • 새로 쓴 세계 연극사
    장한기 - [2000]
  • 보건 의료용 기능성 게임의 효과적 개발 방향 연구
    이혜림 한국게임학회 논문지 13 4 73-90 [2013]
  • 베네치아 역사와 축제 문화에 관한 소고
    이기철 EU연구 10 - [2004]
  • 바흐친과 문화이론
    여홍상 - [1997]
  • 바보제(祭)
    Harvey Cox - [1973]
  • 마스크 : 투탕카멘에서 할로윈까지
    John Mack - [2000]
  • 디지털 레저 문화의 창의적 진화, 시리어스 게임
    이혜림 한국콘텐츠학회 논문지 13 12 48-61 [2013]
  • 기능성 게임의 유형별 범주화와 개념 설정에 대한 연구-목적성 및 적용 이론을 중심으로
    정의준 한국컴퓨터게임학회논문지 26 3 61-69 [2013]
  • 게이미피케이션에 기반한 게임 3.0 시대의변화 양상에 관한 연구- 게이미피케이션의 개념과 메커니즘을 중심으로
    정의준 한국컴퓨터게임학회논문지 26 4 1-12 [2013]
  • 감각과 사회 : 시각 및 촉각을 중심으로
    김문조 영상문화 18 7-31 [2011]
  • narrative and interactivity in computer games(17) : Playing video, In Playing video games : motives, responses, and consequences
    K. M. Lee - [2006]
  • Your second selves : Player-designed avatars
    Kafai, Y. B. Games and Culture 5 1 23-42 [2010]
  • Wielding new media in web 2.0: Exploringthe history of engagement with the collaborative construction of mediaproducts
    Harrison, T. New Media & Society 11 1/2 155-178 [2009]
  • What can we learn from playing interactive games?, In Playing video games: Motives, responses, and consequences
    D. A. Lieberman 379-397 [2006]
  • What can we learn from playing interactive games?, In Playing video games: Motives, responses, and consequences
    Lieberman, D. A. 379-397 [2006]
  • Well-Being: The Foundations of Hedonic Psychology
    Kahneman D - [1999]
  • Two conceptions of happiness: Contrasts of personal expressiveness(eudaimonia) and hedonic enjoyment
    Waterman,A.S Journal of Personality and Social Psychology Psychol 64 678-691 [1993]
  • The virtual malleable self and the virtual identity discrepancy model: Investigative frameworks for virtual possible selves and others in avatar-based identity construction and social interaction
    Seung-A, Annie Jin Computers in Human Behavior 28 2160-2168 [2012]
  • The use of computer and video games for learning. A Review of the literature
    A. Mitchell - [2004]
  • The effects of video games on children: The myth unmasked
    Gunter, B. - [1998]
  • The ancient Oikoumeme as an historic culture aggregate
    A. L. Kroeber - [1946]
  • The Second Self : Computers and the Human Spirit
    Sherry Turkle - [2005]
  • The Rites of Passage
  • The Proteus Effect: The Effect of Transformed Self-Representation on Behavior
    Yee, N. Human Communication Research 33 271-290 [2007]
  • Student Engagement in High School Classrooms from the Perspective of Flow Theory
    Shernoff, D. J. School Psychology Quarterly 18 2 158-176 [2003]
  • Stability and malleability of the self concept
    Markus, H. Journalof Personality and Social Psychology 51 4 858-866 [1986]
  • Social skills training : Behavioral rehearsal in groups and dating skills
    MacDonald, M. Journal of Counseling Psychology 22 224-230 [1975]
  • Social learning theory
    Bandura, A - [1977]
  • Serious Games and Social Change. Why They (Should) Work, In Serious Games: Mechanisms and Effects By Ute Ritterfeld et al
    Christoph Kilmmt 248-270 [2009]
  • Self-determination theory and basic need satisfaction : Understanding human development in positive psychology
    Deci, E. L. Ricerche di Psichologia 27 17-34 [2004]
  • Self-Discrepancy : A Theory Relating Self and Affect
    Higgins, E. T Psychological Review 94 319-340 [1987]
  • Self perception theory, In Advances in experimental social psychology
    Bem, D. 6-57 [1972]
  • Presence, explicated
    Lee, K. Communication Theory 14 1 27-50 [2004]
  • Possible selves
    Markus, H. American Psychologist 41 9 954-969 [1986]
  • Personality and hypnosis: A study of imaginative involvement
  • Liminality and Communitas, In The Ritual Process: Structure and Anti-Structure
  • Life on the Screen: Identity in the Age of the Internet
    Sherry Turkle - [1997]
  • Homo Ludens: A Study of the Play-Element in Culture
    Huizinga, J. - [1971]
  • Hamlet on the holodeck : The future of narrative in cyberspace
    Murray, J. H. - [1997]
  • Grown Up Digital: How the Net Generation is Changing Your World
    Don Tapscott - [2008]
  • Friendship as a Social Process: A Substantive and Methodological Analysis, In Freedom and Control in Modern Society, Morroe Berger
    Lazarsfeld, P. F. 18-66 [1954]
  • Flow, In Handbook of Competence and Motivation
    Csikszentmihalyi, M. 598-608 [2005]
  • Encyclopedia of humancomputer interaction
    Bailenson, J. - [2004]
  • Emotions and the story worlds of fiction. Narrative Impact: Social and Cognitive Foundations
    Oatley, K. 39-69 [2002]
  • Dramas, Fields and Metaphors Ithaca and London
  • Betwixt and Between: The Liminal Period in Rites de Passage, In The Forest of Symbols: Aspects of Ndembu Ritual
    Turner, Victor W. 93-111 [1967]
  • Being there: The subjective experience of presence, In Presence: Teleoperators and Virtual Environments
  • Behavioral rehearsal and social competence : A pilot study
    White, W. Journal of Counseling Psychology 23 567-570 [1976]
  • An experimental investigation of behavior rehearsal in assertive training
    McFall, R. Journal of Abnormal Psychology 76 295-303 [1970]