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2 CIO Korea, "메타버스 시장 2027년까지 연간 47.2%로 성장··· 엔터테인먼트산업 주도"
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1 sk텔레콤 뉴스룸, "메타버스가 전세계 50개국 국경 허문다… 이프랜드 “세계로!"
2 CIO Korea, "메타버스 시장 2027년까지 연간 47.2%로 성장··· 엔터테인먼트산업 주도"
3 Jin, W., "Why users purchase virtual products in MMORPG? An integrative perspective of social presence and user engagement" 27 (27): 408-427, 2017
4 Tsai, H. -T., "Why do newcomers participate in virtual communities? An integration of self-determination and relationship management theories" 57 : 178-187, 2014
5 Tayal, S., "Virtual reality based metaverse of gamification" 1597-1604, 2022
6 Lee, Y., "Usability Design and Psychological Ownership of a Virtual World" 28 (28): 269-308, 2014
7 Kwon, S., "Understanding user participation from the perspective of psychological ownership: The moderating role of social distance" 105 : 1-12, 2020
8 Kumar, J., "Understanding the participation of passive members in online brand communities through the lens of psychological ownership theory" 36 : 1-9, 2019
9 Shao, Z., "Understanding individuals' engagement and continuance intention of MOOCs : the effect of interactivity and the role of gender" 31 (31): 1262-1289, 2021
10 Pierce, J. L., "Toward a Theory of Psychological Ownership in Organizations" 26 (26): 298-310, 2001
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34 정보통신정책연구원, "2022년 지능정보사회 이용자 패널조사" 2023