Sung-min Lee, "The effect of the participation in PC sports games on sports involvement", Graduate School of Busan National University of Education, Master's thesis, Busan National University of Education, 2004.
Do-young Pyun, Jin-wook Han, & Tai-hyung Kim, "An exploratory study of developing the motivation scale for e-sports consumption", The Korean Journal of Physical Education, Vol. 18, No. 1, pp549-559, 2009
Ji-Young Lee, Jae-Woong An, Sang-Woo Lee, "Factors Affecting eSports Audience Satisfaction-The case of League of Legends", Journal of Korea Game Society, Jun; 14(3): 35-46, 2014
Choi,SunYoung, "A Study on Viewing Patterns of Smartphone OTTService App Using Modified Log Analysis", The Korean Society for Journalism & Communication Studies, 59(3), 125-156, 2015
McDonald DG, Meng J., "The multitasking of entertainment" In Kleinman S, ed. The culture of efficiency: Technology in everyday life. New York: Peter Lang, pp. 142-157.2009
Rohm A, Sultan F, Bardhi F., "The multitasking paradox: Media consumption among young consumers", Marketing Management, December, 20-25.2009
Carrier LM, Cheever NA, Rosen LR, et al., "Multitasking across generations: Multitasking choices and difficulty ratings in three generations of Americans", Computers in Human Behavior,25:483-489,2009
S. Adam Brasel and James Gips, "Media Multitasking Behavior:Concurrent Television and Computer Usage", Cyberpsychology & Behavior, and Social Networking, Volume 14, Number 9, 2011
Mary L. Courage, Aishah Bakhtiar, Cheryll Fitzpatrick, Sophie Kenny, Katie Brandeau, "Growing up multitasking: The costs and benefits for cognitive development", Developmental Review, 35: 5-41,2015
Okagaki, L., & Frensch, P. A., Effects of video gameplaying on measures of spatial performance: Gender effects in late adolescence. Journal of Applied Developmental Psychology, Vol. 15, pp. 33-58, 1994.
Castel, A. D., Pratt, J., & Pratt, J., The effects of action video game experience on the time course of inhibition of return and the efficiency of visual search, Acta Psychologica, Vol. 119, pp. 217-230, 2005.
Green, C. S., & Bavelier,D., Action-video-game experience alters the spatial resolution of vision, Psychological Science, Vol. 18, pp. 88-94, 2007.
Sohye Lim, "Exploring the Game Player's Visual Attention to the Game Interface using Eye-Tracking Method", Korean Society For Computer Game, Vol. 27, No. 2, 30 pp. 105-112, June 2014
Kwok, T. C., Huang, M. X., Tam, W. C., & Ngai, G., "Emotar: Communicating Feelings through Video Sharing", In Proceedings of the 20th International Conference on Intelligent User Interfaces (pp. 374-378), ACM, March. 2015
Sakai, D., Yamamoto, M., & Nagamatsu, T. "Framework for Realizing a Free-Target Eye-tracking System", In Proceedings of the 20th International Conference on Intelligent User Interfaces Companion (pp. 73-76), ACM, March, 2015
Kurzhals, K., & Weiskopf, D., "Space-time visual analytics of eye-tracking data for dynamic stimuli", Visualization and Computer Graphics, IEEE Transactions on, 19(12), 2129-2138, 2013
Shrum, W., Duque, R., & Brown, T.,"Digital video as research practice: Methodology for the millennium", Journal of research practice, 1(1), Article-M4, 2005
Murthy, D., "Digital ethnography an examination of the use of new technologies for social research", Sociology, 42(5), 837-855, 2008
Chee, F. M., "Online Games and Digital Ethnography", The International Encyclopedia of Digital Communication and Society, 2015
Petty, R., Cacioppo, J., & Kao, C., "Short communication: integrating personality and intelligence: Typical intellectual engagement and need for cognition", Personality and Individual Differences, 43(6), 1635-639, 1984
Lang, A., "The limited capacity model of mediated message processing", Journal of Communication, 50(1), 46-70, 2000