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題名:將傳統遊戲的玩性因素導入電子遊戲之設計--一個遊戲心理學的基礎研究
書刊名:教學科技與媒體
作者:楊斐羽梁朝雲
作者(外文):Yang, Pei-yuLiang, Chaucer Chao-yun
出版日期:2004
卷期:69
頁次:頁20-38
主題關鍵詞:傳統遊戲玩性電子遊戲遊戲心理學育樂Traditional gamesElectronic gamesPlayfulness factorsGame psychologyEdu-tainment
原始連結:連回原系統網址new window
相關次數:
  • 被引用次數被引用次數:期刊(6) 博士論文(0) 專書(0) 專書論文(0)
  • 排除自我引用排除自我引用:6
  • 共同引用共同引用:23
  • 點閱點閱:45
期刊論文
1.陳怡安(20020700)。線上遊戲的魅力。資訊社會研究,3,183-214。new window  延伸查詢new window
2.楊羚綺(20021200)。e世代的天堂--談網路遊戲的樂趣與陷阱。輔導通訊,72,39-43。  延伸查詢new window
3.曾玉慧、梁朝雲(20030600)。育樂多媒體的興起與發展。視聽教育雙月刊,44(6)=264,2-14。  延伸查詢new window
4.Barnett, L. A.(1990)。Playfulness: Definition, design, and measurement。Play & Culture,3,319-336。  new window
5.Cummins, N.(2002)。Integrating E-Commerce and Games。Personal and Ubiquitous,6,362-370。  new window
6.Ju, E.、Wagner, C.(1997)。Personal Computer Adventure Games: Their Structure, Principles, and Applicability for Training。The Database for Advances in Information Systems,28(2)。  new window
7.Singer, J. L.、Singer, D. G.、Sherrod, L. R.(1980)。A factor analytic study of preschooler's play behavior。American Psychology Bulletin,2,143-156。  new window
8.Yager, S. E.、Kappelman, L. A.、Maples, G. A.、Prybutok, V. R.(1997)。Microcomputer playfulness: stable or dynamic trait?。ACM SIGMIS database,28(2),43-52。  new window
9.Lieberman, J. N.(1965)。Playfulness and divergent thinking: An investigation of their relationship at the kindergarten level。Journal of Genetic Psychology,107,29-224。  new window
10.Rieber, L. P.(1996)。Seriously considering play: Designing interactive learning environments based on the blending of microworlds, simulations, and games。Educational Technology Research & Development,44(2),43-58。  new window
11.黃瑞琴(19940600)。論幼稚園遊戲課程的取向。臺北師院學報,7,881-915。  延伸查詢new window
12.孫春望(19980200)。1997童話幻想曲:合作式電腦遊戲設計。教學科技與媒體,37,2-9。new window  延伸查詢new window
13.蔡明達、鍾志明、陳慶峰(20010700)。從心流(flow)理論探討線上遊戲參與者之網路使用行為。資訊管理研究. 南華大學,1,99-111。  延伸查詢new window
14.梁朝雲(1998)。來來玩網、遊戲人間。教學科技與媒體,37,2。  延伸查詢new window
15.Trevlas, E.、Grammatikopoulos, V.、Tsigilis, N.、Zachopoulou, E.(2003)。Evaluating Playfulness: Construct Validity of the Children's Playfulness Scale。Early Childhood Educational Journal,31(1),33-39。  new window
會議論文
1.Mithra, P.(1998)。10 ways to destroy a perfectly good game idea。The 1998 CHI conference summary on Human factors in computing systems。Los Angeles, CA.。  new window
研究報告
1.Choi, D.、Kim, J.(2002)。Why people continue to play online games: In search of critical design factors to increase customer loyalty of online contents, Working paper。Seoul:HCI Laboratory, Yonsei University。  new window
學位論文
1.董家豪(2001)。網路使用者參與網路遊戲行為之研究(碩士論文)。南華大學。  延伸查詢new window
2.張武成(2002)。線上遊戲軟體設計因素與使用者滿意度關聯之研究(碩士論文)。淡江大學,台北縣。  延伸查詢new window
圖書
1.Lewinski, J. S.(2000)。Developer’s guide to computer game design。Portland, OR:Wordware Publishing Inc。  new window
2.Rollings, A.、Morris, D.(2000)。Game architecture and design。Arizona。  new window
3.Tinsman, B.(2003)。The Game Inventor's Guidebook。Iolo, WI:Krause Publications。  new window
4.Csikszentmihalyi, Mihaly(1997)。Finding flow: The psychology of engagement with everyday life。Basic Books。  new window
5.Rouse, Richard III(2001)。Game design: Theory & practice。Plano, Texas:Wordware Publishing, Inc.。  new window
其他
1.Crawford, C.(1997)。The art of computer game design,http://www.vancouver.wsu.edu/fac/peabody/gamebook/Coverpage.html, 。  new window
2.梁朝雲(2003)。元智大學資訊傳播學系碩士班922學期「專案管理」課程講義。  延伸查詢new window
3.劉非小,葉偉民(2003)。媽媽“過家家”兒子“模擬家庭”:電腦遊戲裏的傳統魅力,http://www.pep.com.cn/200305/ca211646.htm, 2003/08/07。  延伸查詢new window
4.蔡超塵(2003)。從網路遊戲談人際互動與社群形成,http://www.nhu.edu.tw/~society/e-j/12/12_8.htm, 2003/12/01。  延伸查詢new window
5.Adams, E.(1998)。A Symmetry Lesson,http://www.gamasutra.com/features/game_design/19981016/symmetry.htm, 2003/08/08。  new window
6.Baron, J.(1999)。Glory and Shame: Powerful Psychology in Multiplayer Online Game,http://www.gamasutraxom/features/l9991110/Baron_01.htm, 2003/06/30。  new window
7.Duvall, H.(2001)。It's All in Your Mind: Visual Psychology and Perception in Game Design,http://www.gamasutraxom/features/20010309/duvall_01.htm, 2003/12/01。  new window
8.Freeman, D.(2002)。Four Ways to Use Symbols to Add Emotional Depth to Games,http://www.gamasutra.com/features/20020724/freeman_01.htm, 2003/06/21。  new window
9.Hopson, J.(2002)。The Psychology of Choice,http://www,gamasutra.com/features/20020204/hopson_01.htm, 2003/06/21。  new window
10.Riddoch, A.(2003)。Interactive Entertainment Systems-Psychology and Game Design,http://www.ecs.soton.ac.uk/-ajr/cm402/lecture2.html, 2003/06/21。  new window
 
 
 
 
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