Acknowledgement
Supported by : 한국콘텐츠진흥원
References
- Gudmundsen, J.: Movement aims to get serious about games. USA Today. http://www.usatoday.com/tech/gaming/2006-05-19-serious-games_x.htm
- Tarja Susi, Mikael Johannesson, Per Backlund, Serious Games - An Overview, Technical Report HS- IKI -TR-07-001, School of Humanities and Informatics University of Skovde, Sweden, 2007.
- Corti, K., Games-based Learning; a serious business application. PIXE Learning Limited, 2006.
- Houda Mouaheb, Ahmed Fahli, Mohammed Moussetad, Said Eljamali, The Serious Game: What Educational Benefits?, Social and Behavioral Sciences, Volume 46, Pages 5502-5508, 2012.
- Mitchell, A. & Savill-Smith, C.,"The use of computer and video games for learning. A Review of the literature." London: Learning and Skills Development Agency, 2004.
- Wei Peng, Ming Liu, An Overview of Using Electronic, Games for Health Purposes. IGI Global, 388-401, 2009.
- Alan Amory, Kevin Naicker, Jacky Vincent, Claudia Adams, The use of computer games as an educational tool: identification of appropriate game types and game elements, British Journal of Educational Technology, Volume 30, Issue 4, pages 311-321, October 1999. https://doi.org/10.1111/1467-8535.00121
- FAS; Federation of American Scientists, Harnessing the power of video games for learning, Summit on educational game, 2006.
- Bostan, B.: Player motivations: A psychological perspective, ACM Computers in Entertainment , 2009.
- Therese Charles, David Bustard, Michaela Black, Experiences of Promoting Student Engagement Through Game-Enhanced Learning, Serious Games and Edutainment Applications, 2011.
- Sara de Freitasa, Jeffrey Earpb, Michela Ottb, Kristian Kiilic, Muriel Neyd, Maria, Popescue, Margarida Romerof, Mireia Usartf, Ioana Stanescue, Hot Issues in Game Enhanced Learning: the GEL Viewpoint Procedia Computer Science 15, 25-31, 2012.
- Michael, D. & Chen, S., Serious games: Games that educate, train, and inform. Boston, MA.: Thomson Course Technology, 2006.
- Zyda, M., From visual simulation to virtual reality to games. Computer, 38(9), 25-32, 2005.
- Sawyer, B.: The "Serious Games" landscape. Presented at the Instructional & Research Technology Symposium for Arts, Humanities and Social Sciences, Camden 2007.
- Serious Games field reports, Digital Content Association&Japan Association of Machinery Industry, 2007.
- recitation, in Tarja Susi et al., 2007, http://annons.nyteknik.se/in_english/
- http://sgschallenge.com/wordpress/about/
- Bandura, A., Self-efficacy: Toward a unifying theory of behavioral change, Psychological Review 84 (2):191-215, 1977. https://doi.org/10.1037/0033-295X.84.2.191
- Azjen I, Driver BL., Prediction of leisure participation from behavioral, normative, and control beliefs: an application of the theory of planned behavior. Leisure Science 13:185-204, 1991. https://doi.org/10.1080/01490409109513137
- Bandura, A., Organizational Application of Social Cognitive Theory. Australian Journal of Management, 13(2), 275-302, 1988. https://doi.org/10.1177/031289628801300210
- http://wwwm.coventry.ac.uk/
- Garcia-Ruiz, M.A., Tashiro, J., Kapralos, B., Martin, M.V.: Crouching Tangents, Hidden Danger: Assessing Development of Dangerous Misconceptions within Serious Games for Healthcare Education. Gaming and Simulations: Concepts, Methodologies, Tools and Applications, Information Resources Management Association, Hershey, PA, pp. 1712-1749, 2011.
- Gee, J. P., & Levine, M. H., Welcome to Our virtual Worlds. Educational Leadership, pp. 48-52, 2009.
- Taesuk Kihl, Bum Jung Kim, Rhythm Action Game, Synesthetic Application of Aural images: Focused on Music Treatment and Learning of Music Appreciation, Korean Society For Computer Game, Vol. 26, No. 1,pp. 69-77, 2013.
- Hyung Won Jung, Young Kyu Park, Desinging and Materialization of Rhythm Game for Rehabilitation Training of Hempilegic Stroke, Journal of The Korean Society for Computer Game, Vol. 26, No. 2, pp.123-131, 2013.
- Seong dong Kim, Myoun-Jae Lee, Young Yim Doh, A Proposal of Serious Game Assessment Model Based on Player's Feedback, Journal of The Korean Society for Computer Game, Vol. 26, No.3, pp. 19-26, 2013.
- Hye Rim Lee, Eui Jun Jeong, An Overview of Using Serious Games for the Effective Development in Health and Medicine, Journal of Korea Game Society, 13(4):73-90, 2013.
- Dong-Min Lee, Seoung-Ho Ryu, Eui Jun Jeong, An Overview of Serious Game Mechanism for Social Changes, Journal of Korea Game Society, 13(2):81-98, 2013. https://doi.org/10.7583/JKGS.2013.13.2.81
- Murray, J. H., Hamlet on the holodeck: The future of narrative in cyberspace. Cambridge: MIT Press, 1997.
- Clark C. Abt, Serious Games, University Press of America, 1987.
- Huizinga, J., Homo Ludens: A Study of the Play-Element in Culture, Beacon Press, June, 1971.
- Caillois, R., Man, Play and Games. USA, Free Press of Glencoe, 1961.
- Adams E. & Rollings A., Andrew Rollings and Ernest Adams on Game Design. Berkeley: New Riders, 2003.
- Salen K. & Zimmerman E., Rules of Play: Game Design Fundamentals. Cambridge: The MIT Press, 2004.
- Raph Koster, A Theory of Fun for Game Design, Paraglyph Press; 1 edition, November 6, 2004.
- Jesse Schell, The Art of Game Design: A book of lenses, chapter 14: Fujimoto Toru, Elsevier Inc., 2008.
- National Institutes of Health, Theory at a Glance: A Guide For Health Promotion Practice, Second Edition, U.S. department of health and human services, 2005.
- Prochaska, J., Johnson, S., & Lee, P., The transtheoretical model of behavior change. In S. Schumaker, E. Schron, J. Ockene & W. McBee (Eds.), The Handbook of Health Behavior Change, 2nd ed. New York, NY: Springer, 1998.
- Christoph Kilmmt, 'Serious Games and Social Change. Why They (Should) Work.', Serious Games: Mechanisms and Effects By Ute Ritterfeld et al., Taylor & Francis, pp. 248-270, 2009.