1 권정민, "자폐성 장애 아동을 위한 기능성 게임 콘텐츠 제안" (사)한국컴퓨터게임학회 24 (24): 65-73, 2011
2 임장현, "발달장애인을 위한 문제해결 중심의 기능성 모바일 앱 게임모델연구" (사)한국컴퓨터게임학회 25 (25): 181-187, 2012
3 권정민, "기능성 게임을 이용한 지적 장애인 직무 훈련: 직업 기능 교과서의 게임화를 위한 콘텐츠 연구" (사)한국컴퓨터게임학회 25 (25): 35-46, 2012
4 L Croghan., "The elimination of a boy's high-building phobia by invivo desensitization and game playing" 6 (6): 87-88, 1975
5 VJ Stretcher., "The Role of Self-Efficacy in Achieving Health Behavior Change" 13 (13): 73-92, 1986
6 G Gesell., "The Child from Five to Ten" Harper & Brothers 1946-, 2000
7 A Bandura, "Social Cognitive Theory of Mass Communication" 3 (3): 265-299, 2001
8 A Bandura, "Social Cognitive Theory : An Agentic Perspective" 52 : 1-26, 2000
9 RE Rhodes., "Predicting the Effect of Interactive Video Bikes on Exercise Adherence : An Efficacy Trial" 14 (14): 631-640, 2009
10 D Lieberman, "Management of Chronic Pediatric Diseases with Interactive Health Games : Theory and Research Findings" 24 (24): 26-38, 2001
1 권정민, "자폐성 장애 아동을 위한 기능성 게임 콘텐츠 제안" (사)한국컴퓨터게임학회 24 (24): 65-73, 2011
2 임장현, "발달장애인을 위한 문제해결 중심의 기능성 모바일 앱 게임모델연구" (사)한국컴퓨터게임학회 25 (25): 181-187, 2012
3 권정민, "기능성 게임을 이용한 지적 장애인 직무 훈련: 직업 기능 교과서의 게임화를 위한 콘텐츠 연구" (사)한국컴퓨터게임학회 25 (25): 35-46, 2012
4 L Croghan., "The elimination of a boy's high-building phobia by invivo desensitization and game playing" 6 (6): 87-88, 1975
5 VJ Stretcher., "The Role of Self-Efficacy in Achieving Health Behavior Change" 13 (13): 73-92, 1986
6 G Gesell., "The Child from Five to Ten" Harper & Brothers 1946-, 2000
7 A Bandura, "Social Cognitive Theory of Mass Communication" 3 (3): 265-299, 2001
8 A Bandura, "Social Cognitive Theory : An Agentic Perspective" 52 : 1-26, 2000
9 RE Rhodes., "Predicting the Effect of Interactive Video Bikes on Exercise Adherence : An Efficacy Trial" 14 (14): 631-640, 2009
10 D Lieberman, "Management of Chronic Pediatric Diseases with Interactive Health Games : Theory and Research Findings" 24 (24): 26-38, 2001
11 I Beale, P Kato., "Improvement in Cancer Related Knowledge Following Use of a Psychoeducational Video Game for Adolescents and Young Adults with Cancer" 41 : 263-270, 2007
12 A Bandura, "Health Promotion by Social Cognitive Means" 31 : 143-164, 2004
13 A Beltran., "Alpha Test of a Videogame to Increase Children's Vegetable Consumption" 1 (1): 219-222, 2012
14 K Schneider., "Acceptability of an Online Health Videogame to Improve Diet and Pysical Activity in Elementary School Students : Fitter Critters" 1 (1): 262-268, 2012