- 1. 문제 제기
- 2. 기존문헌 검토 및 가설 제시
- 3. 연구방법
- 4. 연구결과
- 5. 결론 및 논의
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https://www.riss.kr/link?id=A82426626
2010
Korean
비디오게임 ; 입력기 사실성 ; 맵핑 ; 공간 현존감 ; 생리적 각성 ; 정서 ; 만족감 ; First-person Shooting Video Game ; Controller Realism ; Natural Mapping ; Spatial Presence ; Emotion ; Arousal ; Physiology
070
KCI우수등재
학술저널
227-253(27쪽)
12
0
상세조회0
다운로드목차 (Table of Contents)
참고문헌 (Reference)
1 서금영, "한글 과학화에 눈뜬 안과의사 공병우"
2 이수진, "청소년 온라인게임중독 실태와 중독 예방교육 프로그램 연구" 한국청소년정책연구원 2004
3 주지혁, "온라인게임이 청소년의 공격성에 미치는 영향 연구: 리니지 이용자를 중심으로" 사이버커뮤니케이션학회 24 (24): 79-115, 2007
4 이승조, "방송 영상물에 사용된 슬로모션이 수용자의 정서 및 인지 반응과 선호도에 미치는 영향" 한국방송학회 22 (22): 237-276, 2008
5 최종신, "국내 비디오게임 시장 결산 및 전망" 한국콘텐츠진흥원 2010
6 Lee, K. M., "What do we know about social and psychological effects of computer game? A comprehensive review of the current literature, in: Attention and Orienting: Sensory and Motivational Processes" LEA 2006
7 Anderson, C. A., "Violent video games: Specific effects of violent content on aggressive thoughts and behavior" 36 : 199-249, 2004
8 Funk, J. B., "Violence exposure in real-life, video games, television, movies, and the internet: is there desensitization?" 27 : 23-29, 2004
9 Anderson, C. A., "Video games and aggressive thoughts, feelings, and behavior in the laboratory and in life" 78 (78): 772-790, 2000
10 Tamborini, R., "The role of presence in the experience of electronic games, in: Playing video games: Motives, responses, and consequences" LEA 225-240, 2006
1 서금영, "한글 과학화에 눈뜬 안과의사 공병우"
2 이수진, "청소년 온라인게임중독 실태와 중독 예방교육 프로그램 연구" 한국청소년정책연구원 2004
3 주지혁, "온라인게임이 청소년의 공격성에 미치는 영향 연구: 리니지 이용자를 중심으로" 사이버커뮤니케이션학회 24 (24): 79-115, 2007
4 이승조, "방송 영상물에 사용된 슬로모션이 수용자의 정서 및 인지 반응과 선호도에 미치는 영향" 한국방송학회 22 (22): 237-276, 2008
5 최종신, "국내 비디오게임 시장 결산 및 전망" 한국콘텐츠진흥원 2010
6 Lee, K. M., "What do we know about social and psychological effects of computer game? A comprehensive review of the current literature, in: Attention and Orienting: Sensory and Motivational Processes" LEA 2006
7 Anderson, C. A., "Violent video games: Specific effects of violent content on aggressive thoughts and behavior" 36 : 199-249, 2004
8 Funk, J. B., "Violence exposure in real-life, video games, television, movies, and the internet: is there desensitization?" 27 : 23-29, 2004
9 Anderson, C. A., "Video games and aggressive thoughts, feelings, and behavior in the laboratory and in life" 78 (78): 772-790, 2000
10 Tamborini, R., "The role of presence in the experience of electronic games, in: Playing video games: Motives, responses, and consequences" LEA 225-240, 2006
11 Wolf, M. J. P., "The medium of the video game (1 ed.)" University of Texas Press 2001
12 Reeves, B., "The media equation: how people treat computers, television, and new media like real people and places" Cambridge University Press 1996
13 Huesmann, L. R., "The impact of electronic media violence: Scientific theory and research" 41 (41): 6-13, 2007
14 Witmer, B. G., "The factor structure of the presence questionnaire" 14 (14): 298-312, 2005
15 Fontaine, G., "The experience of a sense of presence in intercultural and international encounters" 1 (1): 482-490, 1992
16 Dawson, M. E., "The electrodermal system, in: Handbook of Psychophysiology" Cambridge University Pres 200-223, 2000
17 Ivory, J. D., "The effects of technological advancement and violent content in video games on players’ feelings of presence, involvement, physiological arousal, and aggression" 57 (57): 532-555, 2007
18 Lang, A., "The effects of edits on arousal, attention, and memory for television message: When an edit can be too much?" 44 (44): 94-109, 2000
19 Biocca, F., "The cybog’s dilemma: Progressive embodiment in virtual environments" 3 : 1-29, 1997
20 Cacioppo, J. T., "The affect system has parallel and integrative processing components: Form follows function" 76 (76): 839-855, 1999
21 Murdock, B.B., Jr., "The Serial Position Effect of Free Recall" 64 : 482-488, 1962
22 Davis, M., "The Role of the Amygdala in Fear and Anxiety" 15 (15): 353-375, 1992
23 Buss, A. H., "The Aggression Questionnaire" 63 (63): 452-459, 1992
24 Zillmann, D., "Television and physiological arousal, in: Responding to the Screen: Reception and reaction processes" Erlbaum 1991
25 Williams, D., "Structure and competition in the US home video game industry" 4 (4): 41-54, 2002
26 Cacioppo, J. T., "Relationship between attitudes and evaluative space: A critical-review, with emphasis on the separability of positive and negative substrates" 115 (115): 401-423, 1994
27 Lee, K. M., "Presence, explicated" 14 (14): 27-50, 2004
28 Bracken, C. C., "Presence and video games: The impact of image quality and skill level. Proceeding of the Ninth Annual International Workshop on Presence" Cleveland State University 2006
29 Lombard, M., "Presence and television: The role of screen size" 26 (26): 75-98, 2000
30 Ivory, J. D., "New and improved: The effects of technological advancement and violent content in video games on player arousal, presence, attitudes, perceptions of interactivity, and aggression" University of North Carolina at Chapel Hill 2005
31 Lang, P. J., "Motivated attention: Affect, activation and action, in: Attention and Orienting: Sensory and Motivational Processes" Erlbaum 1997
32 Roskos-Ewoldsen, D. R., "Media priming: A synthesis, in: Media effects: Advances in theory and research" Erlbaum 2002
33 Cantor, J., "Media and fear in children and adolescent, in: Media violence and children: a complete guide for parents and professionals" Praeger 185-203, 2003
34 Novak, T. P., "Measuring the customer experience in online environments: A structural modeling approach" 19 (19): 22-42, 2000
35 Skalski, P., "Mapping the road to fun; Natural video game controllers, presence, and game enjoyment" 2007
36 Lang, A., "It's an arousing, fast-paced kind of world: The effects of age and sensation seeking on the information processing of substance-abuse PSAs" 7 (7): 421-454, 2005
37 Vorderer, P., "Interactive entertainment and beyond, in: Media entertainment: The psychology of its appeal" Lawrnece Erlbaum Associates 31-36, 2000
38 최동성, "Flow와 Experience가 온라인 게임 사용시간에 미치는 영향" 2000
39 Lang, P. J., "Fear and anxiety: animal models and human cognitive psychophysiology" 61 (61): 137-159, 2000
40 Heintz-Knowles, K., "Fair Play: Violence, gender and race in video game" Children Now 2001
41 Lazarus, R. S., "Emotion and adaptation" Oxford University Press 1991
42 Cacioppo, J. T., "Emotion" 50 : 191-214, 1999
43 Lee, S., "Discrete emotion and motivation: Relative activation in appetitive and aversive motivational system as a function of anger, sadness, fear, and joy embedded in the content of televised information campaigns" Indiana University at Bloomington 2007
44 Steuer, J., "Defining virtual reality: Dimensions determining telepresence" 42 (42): 73-93, 1992
45 Schneider, E. F., "Death with a story: How story impacts emotional, motivational, and physiological responses to first-person shooter video games" 30 (30): 361-375, 2004
46 Ravaja, N., "Contributions of psychophysiology to media research: Review and recommendations" 6 (6): 193-235, 2004
47 Berger, S. M., "Conditioning through vicarious instigation" 69 (69): 450-466, 1962
48 Lombard, M., & Ditton, T. B., "At the heart of it all: The concept of presence. Journal of Computer-Mediated Communication, 3(2)"
49 Dietz, T. L., "An examination of violence and gender role portrayals in video games: Implications for gender socialization and aggressive behavior" 38 : 425-441, 1998
50 Lessiter, J., "A cross-media presence questionnaire: The ITC-Sense of Presence Inventory" 10 (10): 282-297, 2001
51 김창배, "21C 게임 패러다임" 지원미디어 1999
52 한국게임산업진흥원, "2007 게임백서" 한국게임산업진흥원 2008
학술지 이력
연월일 | 이력구분 | 이력상세 | 등재구분 |
---|---|---|---|
2022 | 평가예정 | 계속평가 신청대상 (등재유지) | |
2017-01-01 | 평가 | 우수등재학술지 선정 (계속평가) | |
2013-01-01 | 평가 | 등재학술지 유지 (등재유지) | |
2010-01-01 | 평가 | 등재학술지 유지 (등재유지) | |
2008-01-01 | 평가 | 등재학술지 유지 (등재유지) | |
2006-01-01 | 평가 | 등재학술지 유지 (등재유지) | |
2004-01-01 | 평가 | 등재학술지 유지 (등재유지) | |
2001-07-01 | 평가 | 등재학술지 선정 (등재후보2차) | |
1999-01-01 | 평가 | 등재후보학술지 선정 (신규평가) |
학술지 인용정보
기준연도 | WOS-KCI 통합IF(2년) | KCIF(2년) | KCIF(3년) |
---|---|---|---|
2016 | 1.75 | 1.75 | 1.94 |
KCIF(4년) | KCIF(5년) | 중심성지수(3년) | 즉시성지수 |
2.07 | 2.11 | 2.773 | 0.4 |