1 Lazzaro , Nicole, "Why we play games: Four keys to more emotion without story"
2 Tseng , Fang-Mei, "Why do not satisfi ed consumers show reuse behavior? The context of online games" 29 : 1012-1022, 2013
3 Dominick, J. R., "Videogames, television violence, and aggression in teenagers" 34 : 136-147, 1984
4 Long, M., "True confessions of a Pac Man Junkie" 2 : 6-10, 1983
5 Ryan, Richard M., "The motivational pull of video games: a self-determination theory approach" 30 : 344-360, 2006
6 Barron, R. M., "The moderator–mediator variable distinction in social psychological research: conceptual, strategic, and statistical considerations" 51 : 1173-1182, 1986
7 Koo, Dong-Mo., "The moderating role of locus of control on the links between experiential motives and intention to play online games" 25 : 466-474, 2009
8 Wu , Jiming, "The effects of trust and enjoyment on intention to play online games" 8 : 128-140, 2007
9 Granic, I., "The benefits of playing video games" 69 : 66-78, 2014
10 Stephenson, William, "The Play Theory of Mass Communication" University of Chicago Press 1967
1 Lazzaro , Nicole, "Why we play games: Four keys to more emotion without story"
2 Tseng , Fang-Mei, "Why do not satisfi ed consumers show reuse behavior? The context of online games" 29 : 1012-1022, 2013
3 Dominick, J. R., "Videogames, television violence, and aggression in teenagers" 34 : 136-147, 1984
4 Long, M., "True confessions of a Pac Man Junkie" 2 : 6-10, 1983
5 Ryan, Richard M., "The motivational pull of video games: a self-determination theory approach" 30 : 344-360, 2006
6 Barron, R. M., "The moderator–mediator variable distinction in social psychological research: conceptual, strategic, and statistical considerations" 51 : 1173-1182, 1986
7 Koo, Dong-Mo., "The moderating role of locus of control on the links between experiential motives and intention to play online games" 25 : 466-474, 2009
8 Wu , Jiming, "The effects of trust and enjoyment on intention to play online games" 8 : 128-140, 2007
9 Granic, I., "The benefits of playing video games" 69 : 66-78, 2014
10 Stephenson, William, "The Play Theory of Mass Communication" University of Chicago Press 1967
11 Rosenberg, M., "Society and the adolescent self-image" Princeton University Press 1965
12 Bryant , Jennings, "Selective exposure to video games"
13 김용재, "Segmenting sport video gamers by motivation: a cluster analysis" 한국마케팅과학회 23 (23): 92-108, 2013
14 Bracken, C. C., "Presence and video games: The impact of image quality and skill level" Cleveland State University 28-29, 2006
15 Weibel , David, "Playing online games against computer- vs. human-controlled opponents: Effects on presence, flow, and enjoyment" 24 : 2274-2291, 2008
16 Buchanan‐Oliver , Margo, "Play as co‐created narrative in computer game consumption: the hero’s journey in Warcraft III" 11 : 423-431, 2012
17 Holbrook, Morris B., "Play as a consumption experience: the roles of emotions, performance, and personality in the enjoyment of games" 728-739, 1984
18 Gendolla, Guido H. E., "On the impact of mood on behavior: An integrative theory and a review" 4 : 378-, 2000
19 NPD Group, "More Americans play videogames than go out to the motives"
20 Zillmann, D., "Mood management through communication choices" 31 : 327-340, 1988
21 Zillmann, Dolf, "Mood management in the context of selective exposure theory" 23 : 103-124, 2000
22 Prugsamatz, Sunita, "Modelling consumer entertainment soft ware choice: An exploratory examination of key attributes, and differences by gamer segment" 9 : 381-392, 2010
23 Tamborini , Ron, "Media enjoyment as need satisfaction: the contribution of hedonic and nonhedonic needs" 61 : 1025-1042, 2011
24 Colwell , John, "Investigation of the relationship between social isolation, self-esteem, aggression and computer game play in Japanese adolescents" 6 : 149-158, 2003
25 Reynolds, Katherine J., "Interactionism in personality and social psychology: An integrated approach to understanding the mind and behaviour" 24 : 458-482, 2010
26 Sharma, S., "Identification and analysis of moderator variables" 18 : 291-300, 1981
27 Huizinga, J., "Homo Ludens: a study of the play element in human culture" Beacon Press 1955
28 Chatterjee, S., "Healthy living with persuasive technologies: framework, issues, and challenges" 16 : 171-178, 2009
29 Juul, J., "Half-real: Video games between real rules and fictional worlds" MIT press 2011
30 Garris , Rosemary, "Games, motivation, and learning: a research and practice model" 33 : 441-467, 2002
31 Reinecke , Leonard, "Games and recovery: the use of video and computer games to recuperate from stress and strain" 21 : 126-142, 2009
32 Ferguson, Christopher J., "Friends, fun, frustration and fantasy: Child motivations for video game play" 37 : 154-164, 2013
33 Freud, Sigmund., "Formulations regarding the two principles in mental functioning" 4 : 13-21, 1911
34 Wu , Jen-Her, "Falling in love with online games: The uses and gratifi cations perspective" 26 : 1862-1871, 2010
35 Prensky, M., "Digital natives, digital immigrants part 1" 9 : 1-6, 2001
36 Watson , David, "Development and validation of brief measures of positive and negative affect: The PANAS scales" 54 : 1063-, 1988
37 Tamborini , Ron, "Defining media enjoyment as the satisfaction of intrinsic needs" 60 : 758-777, 2010
38 Mark Ng, "Consumer motivations to disclose information and participate in commercial activities on Facebook" 한국마케팅과학회 24 (24): 365-383, 2014
39 Podsakoff, Philip M., "Common method biases in behavioral research: A critical review of the literature and recommended remedies" 88 : 879-, 2003
40 Reinecke , Leonard, "Characterizing mood management as need satisfaction: the effects of intrinsic needs on selective exposure and mood repair" 62 : 437-453, 2012
41 Caillois, Roger, "Au Coeur du fantastique [ At the heart of the fantastic ]" Gallimard 1965
42 Russell, James A., "Affective space is bipolar" 37 : 345-, 1979
43 Przybylski , Andrew K., "A motivational model of video game engagement" 14 : 154-, 2010
44 Russell, James A., "A description of the affective quality attributed to environments" 38 : 311-, 1980