1 안재영 ; 심소연 ; 윤혜정, "토픽 모델링 기법을 활용한 메타버스 증강현실 연구 동향 분석" 한국지식경영학회 23 (23): 123-142, 2022
2 정해상, "블록체인 게임(Dapp Game) 아이템 거래와 사행성의 관계" 법학연구소 9 (9): 113-141, 2020
3 백영석 ; 이호 ; 이동현, "모바일 캐주얼 게임 몰입이 만족도 및 충성도에 미치는 영향" 한국지식경영학회 16 (16): 17-34, 2015
4 장영일 ; 정유수, "기술수용모형(TAM)을 통한 암호화 화폐 투자요인 분석" 국제e-비즈니스학회 19 (19): 139-158, 2018
5 정윤경 ; 하예영 ; 이혜인 ; 양희동, "공유경제 체제로서 컨소시엄 블록체인을 활용한 와인투자 주식플랫폼 프레임워크" 한국지식경영학회 21 (21): 45-65, 2020
6 Hsu, C. L, "Why do people play on-line games? An extended TAM with social influences and flow experience" 41 (41): 853-868, 2004
7 Yu, N, "Why do people play games on mobile commerce platforms? An empirical study on the influence of gamification on purchase intention" 126 : 106991-, 2022
8 Yang, H. L, "Why do people continue to play mobile game apps? A perspective of individual motivation, social factor and gaming factor" 20 (20): 1925-1936, 2019
9 Lee, M. C, "What drives people to continue to play online games? An extension of technology model and theory of planned behavior" 26 (26): 601-620, 2010
10 Hansen, S. S, "What drives consumers to pass along marketer-generated eWOM in social network games? Social and game factors in play" 8 (8): 53-68, 2013
1 안재영 ; 심소연 ; 윤혜정, "토픽 모델링 기법을 활용한 메타버스 증강현실 연구 동향 분석" 한국지식경영학회 23 (23): 123-142, 2022
2 정해상, "블록체인 게임(Dapp Game) 아이템 거래와 사행성의 관계" 법학연구소 9 (9): 113-141, 2020
3 백영석 ; 이호 ; 이동현, "모바일 캐주얼 게임 몰입이 만족도 및 충성도에 미치는 영향" 한국지식경영학회 16 (16): 17-34, 2015
4 장영일 ; 정유수, "기술수용모형(TAM)을 통한 암호화 화폐 투자요인 분석" 국제e-비즈니스학회 19 (19): 139-158, 2018
5 정윤경 ; 하예영 ; 이혜인 ; 양희동, "공유경제 체제로서 컨소시엄 블록체인을 활용한 와인투자 주식플랫폼 프레임워크" 한국지식경영학회 21 (21): 45-65, 2020
6 Hsu, C. L, "Why do people play on-line games? An extended TAM with social influences and flow experience" 41 (41): 853-868, 2004
7 Yu, N, "Why do people play games on mobile commerce platforms? An empirical study on the influence of gamification on purchase intention" 126 : 106991-, 2022
8 Yang, H. L, "Why do people continue to play mobile game apps? A perspective of individual motivation, social factor and gaming factor" 20 (20): 1925-1936, 2019
9 Lee, M. C, "What drives people to continue to play online games? An extension of technology model and theory of planned behavior" 26 (26): 601-620, 2010
10 Hansen, S. S, "What drives consumers to pass along marketer-generated eWOM in social network games? Social and game factors in play" 8 (8): 53-68, 2013
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15 Lin, T. C, "Understanding knowledge management system usage antecedents : An integration of social cognitive theory and task technology fit" 45 (45): 410-417, 2008
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21 Chang, I. C, "The effects of hedonic/utilitarian expectations and social influence on continuance intention to play online games" 24 (24): 21-45, 2014
22 "TechTarget"
23 Ringle, C. M, "Smart PLS 2.0 M3" University of Hamburg 2005
24 "Restofworld"
25 Chang, C. C, "Predicting the usage intention of social network games : An intrinsic-extrinsic motivation theory perspective" 1 (1): 29-37, 2011
26 Kshetri, N, "Policy, ethical, social, and environmental considerations of Web3 and the Metaverse" 24 (24): 4-8, 2022
27 De Jesus, S. B, "Play-to-earn : A qualitative analysis of the experiences and challenges faced by Axie Infinity Online Gamers Amidst the COVID-19 Pandemic" 12 (12): 391-424, 2022
28 Valls Martinez, M. C, "Partial least squares structural equation modeling (PLS-SEM) applications in economics and finance" MDPI AG 2021
29 "NFTically"
30 Davis, R, "Modeling utilitarian-hedonic dual mediation(UHDM)in the purchase and use of games" 23 (23): 229-256, 2013
31 Li, H, "Modeling hedonic is continuance through the uses and gratifications theory : An empirical study in online games" 48 : 261-272, 2015
32 Akkus, H. T, "Metaverse and metaverse cryptocurrencies (Meta Coins): Bubbles or future?" 9 (9): 22-29, 2022
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34 "Investopedia"
35 "Inven"
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37 Yoon, G, "Gamers just want to have fun? Toward an understanding of the online game acceptance" 43 (43): 1814-1826, 2013
38 Alzahrani, A. I, "Extending the theory of planned behavior(TPB)to explain online game playing among Malaysian undergraduate students" 34 (34): 239-251, 2017
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40 Chen, A, "Enhancing perceived enjoyment in social games through social and gaming factors" 29 (29): 99-119, 2016
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46 "CoinGecko"
47 "Blockworks"
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54 Gefen, D, "A practical guide to factorial validity using PLS-graph : Tutorial and annotated example" 16 (16): 91-109, 2005