1. Kim IS. Strategies for creative advertising based on new senior consumer attitudes Doctoral dissertation, Seoul National University of Science and Technology. 2014.
2. Lee JH, Cho KS. The effects of ego-resilience and self-esteem on life satisfaction among senior golf participants. Korean J Converg Sci. 2017; 8(10): 407–16.
3. Shim JY, Seo EK. Comparative analysis of senior citizens’ library usage by generation: focused on the National Library of Korea. J Inf Manag. 2018; 35(3): 287–309.
4. Ji GC. Study on improving quality of life through healthcare and empathy mentoring for active seniors Doctoral dissertation, Chosun University. 2020.
5. Ha MA. The effects of leisure attitudes and leisure fulfillment on leisure satisfaction among active senior leisure participants Doctoral dissertation, Korea University. 2018.
6. Ministry of Culture, Sports, and Tourism. Esports innovation 2.0 - mid- to long-term development plan for esports. Ministry of Culture, Sports, and Tourism. 2010.
10. Granic I, Lobel A, Engels RCME. The benefits of playing video games. Am Psychol. 2014; 69(1): 66–78.
13. Prensky M. From digital natives to digital wisdom: hopeful essays for 21st century learning. Thousand Oaks, CA: Corwin Press. 2012.
14. Jackson LA, Witt EA, Games AI, Fitzgerald HE, von Eye A, Zhao Y. Information technology use and creativity: findings from the children and technology project. Comput Human Behav. 2012; 28(2): 370–6.
15. Dweck CS, Molden DC. Self-theories: their impact on competence motivation and acquisition. Handbook of Competence and Motivation. 2005; 122–40.
16. Vygotsky LS. Mind in society: the development of higher psychological processes. Cambridge, MA: Harvard University Press; 1978.
17. Ventura M, Shute V, Zhao W. The relationship between video game use and a student’s persistence in STEM. Comput Educ. 2013; 63:92–103.
18. Ruggiero TE. Uses and gratifications theory in the 21st century. Mass Commun Soc. 2000; 3(1): 3–37.
19. Russoniello CV, O’Brien K, Parks JM. The effectiveness of casual video games in improving mood and decreasing stress. J CyberTherapy Rehabil. 2009; 2(1): 53–66.
20. Sherry JL. Flow and media enjoyment. Commun Theory. 2004; 14(4): 328–47.
21. Csikszentmihalyi M. Flow: The psychology of optimal experience. Harper & Row; 1990.
22. Gross JJ, John OP. Individual differences in two emotion regulation processes: implications for affect, relationships, and well-being. J Pers Soc Psychol. 2003; 85(2): 348–62.
23. Entertainment Software Association. Essential facts about the computer and video game industry. Entertainment Software Association; 2012.
24. Gill TG. The social impact of online games. Social Comput Virtual Communities. 2012; 85-101.
25. Ritterfeld U, Cody M, Vorderer P. Serious games: mechanisms and effects. Routledge; 2009.
26. Jenny SE, Manning RD, Keiper MC, Olrich TW. Virtual(ly) athletes: where eSports fit within the definition of “sport”. Quest. 2017; 69(1): 1–18.
27. Lee H, Kim JH. Emotional intelligence and psychological well-being in esports: effects on life satisfaction. Journal of Digital Convergence. 2022; 20(4): 23–30.
28. Digital Times. Educational benefits of esports as perceived by parents and teachers. 2022.
29. Oh HS, Kim SK, Kim KH, Chung KI. Comparison of brain waves according to esports performance ability. Korean J Sports Sci. 2008; 47(5): 175–82.
30. Canning N, Betrus A. The gamification of education: exploring esports in schools. J Educ Technol Syst. 2017; 45(2): 177–91.
31. Kim YS, Lee HJ. eSports as a medium for intergenerational communication. J Media Stud. 2021; 20(4): 88–102.
32. Yoon DW, Kim HW. The effects of viewing motivations on perceived value and happiness among spectators of esports events for individuals with disabilities. Korean J Sport Sci. 2023; 62(3): 25–37.
33. Jung S, Kim J. Changes in time use and active aging among participants in senior employment programs. J Welf Aged. 2010; 49:51–80.
34. Ministry of Health and Welfare, Keimyung University Industry-Academic Cooperation Foundation. 2008 National Survey on the Living Conditions and Welfare Needs of the Elderly. Ministry of Health and Welfare; 2009.
35. Lee Y. The living environment and life satisfaction of older Koreans in 2020. Health and Welfare Forum. 2021; 300:58–70.
36. Oh HS, Lee SJ, Park JW. Comparison of brain waves according to esports performance ability. Korean J Sports Sci. 2008; 17(2): 112–23.