Caffier, P.P., Erdmann, U. and Ullsperger, P., Experimental evaluation of eye-blink parameters as a drowsiness measure, European Journal of Applied Physiology, 89(3), 319-325, 2003.
Cho, Y. and Shin, J.Y., The influence of type of computer and VDT work on the dryness of eye, Journal of the Korean Ophthalmological Society, 43(11), 2280-2287, 2002.
Gilleade, K., Dix, A. and Allanson, J., Affective videogames and modes of affective gaming: assist me, challenge me, emote me. 2005.
Glasser, W., Positive addiction: HarperCollins. 2010.
Graham, F.K., Attention: The heartbeat, the blink, and the brain. Attention and information processing in infants and adults: Perspectives from human and animal research, 8, 3-29, 1992.
Hackman, B. and Guilford, J., A study of the 'visual fixation' method of measuring attention value, Journal of Applied psychology, 20(1), 44, 1936.
Kim, J.S., Cho, K.J. and Song, J.S., Influences of Computer Works on Blink Rate and Ocular Dryness in Adolescents, Journal of Korean Ophthalmological Society, 48(11), 1466-1472, 2007.
Nakamori, K., Odawara, M., Nakajima, T., Mizutani T. and Tsubota, K., Blinking is controlled primarily by ocular surface conditions, American journal of ophthalmology, 124(1), 24-30, 1997.
Novak, T.P., Hoffman D.L. and Yung, Y.F., "Modeling the structure of the flow experience among web users". Paper read at Informs Marketing Science and the Internet Mini-Conference, 1998.
Palmer, J., Ames, C.T. and Lindsey, D.T., Measuring the effect of attention on simple visual search, Journal of Experimental Psychology: Human Perception and Performance, 19(1), 108, 1993.
Park, J.S., Measuring the customer experience in online environments: A structural modeling approach, Marketing science, 19(1), 22-42, 2000.
Park, J.S., "A Psychophysiological Approach to User Experience -With emphasis of Measuring the Flow Experience". Korean society of Design Science proceeding, 70-71, 2011.
Park, J.S., A Psychophysiological Approach to Measuring the User Experience, Journal of Korea Design Knowledge and Industry, 15, 1-10, 2010
Roh, J.S. and Son, Y., A Study on the correlation between the Flow Experience and Leisure Satisfaction of the Electronic Media, Korean Association for Broadcasting and Telecommunication, 18(1), 2004.
Russell, A.L., Nonexpert Conceptions of Virtual Reality. Journal of Research on Computing in Education, 30(1), 53-66, 1997.
Sahin, H. and Robinson, J.P., Beyond the realm of necessity: Television and the colonization of leisure. Media, Culture & Society, 3(1), 85-95, 1981.
Stern, J.A., Boyer, D. and Schroeder, D., Blink rate: a possible measure of fatigue. Human Factors: The Journal of the Human Factors and Ergonomics Society, 36(2), 285-297, 1994.
Sung, Y.S., A Study on the Counseling and Treatment for Adolescents' Online Game Addiction. Korea Institute of Youth Facility and Environment, 6(3), 39-55, 2008.
Wang, W., Internet dependency and psychosocial maturity among college students, International Journal of Human-Computer Studies, 55(6), 919-938, 2001.