| 期刊論文1. | Klabbers, J. H.(2000)。Learning as acquisition and learning as interaction。Simulation & Gaming,31(3),380-406。 | 2. | de Aguilera, M.、Mendiz, A.(2003)。Video games and education。ACM Computers in Entertainment,1(1),1-14。 | 3. | Merrill, P. H.(1992)。Problem solving, simulations, and games。Computer in Educational of Communication Technology,28(11),8-12。 | 4. | Kirriemuir, J.(2002)。Video gaming, education and digital learning technologies。D-Lib Magazine,8(2)。 | 5. | Aarseth, E.(2001)。Computer game studies, year one。The International Journal of Computer Game Research,1(1)。 | 6. | Agarwal, R.、Prasad, J. A.(1998)。Conceptual and operational definition of personal innovativeness in the domain of information technology。Information Systems Research,9(2),204-215。 | 7. | Anderson, C.、Dill, K. E.(2000)。Video games and aggressive thoughts, feelings, and behaviour in the laboratory and in life。Journal of Personality and Social Psychology,78(41),772-777。 | 8. | Aycock H.(1992)。Principles of good game design。Compute,14(1),94-96。 | 9. | Ball, H. G.(1978)。Telegames teach more than you think。Audiovisual Instruction,24-26。 | 10. | Benford, S.、Greenhalgh, C.、Rodden, T.、Pycock, J.(2001)。To what extent is cyberspace really a space? Collaborative virtual environments。Communications of the ACM,4(7),79-85。 | 11. | Blanton, W.,、Greene, M.、Cole, M.(1999)。Computer mediation for learning and play。Journal of adolescent and adult literacy,43(3),272-278。 | 12. | Blumberg, F. C.(2000)。The effects of children's goals for learning on video game performance。Journal of Applied Development Psychology,21(6),641-653。 | 13. | Broug're, G.(1999)。Some elements relating to children's play and adult simulation/gaming。Simulation and Gaming,30(2),134-146。 | 14. | Brozik, D.、Zapaiska, A.(2000)。The restaurant game, Simulation and gaming。Simulation and gaming,31(3),407-416。 | 15. | Carroll, J. M.(2004)。Beyond fun。Interactions,2004(Sep./Oct.),38-40。 | 16. | Carroll, J. M.、Thomas, J. C.(1998)。Fun。SIGCHI Bulletin,19(3)。 | 17. | Chao, D. L.(2004)。Computer games as interfaces。Interactions,2004(Sep./Oct.),71-72。 | 18. | Cates, W. M.(2002)。Systematic selection and implementation of graphical user interface metaphors。Computers and Education,38,385-397。 | 19. | Cloninger, C. R.、Svrakic, D. M.、Przybeck, T. R.(1993)。A psychobiological model of temperament and character。Archives of General Psychiatry,50,975-990。 | 20. | Corbeil, P.(1999)。Learning from children: Practical and theoretical reflections on playing and learning。Simulation & gaming,30(2),163-180。 | 21. | Dillon, A.(2001)。Beyond usability: Process, outcome, and affect in Human Computer Interactions。Canadian Journal of Information & Library Sciences,26(4),57-69。 | 22. | Dix, A.(2004)。Taking fun seriously。Interactions,2004(Sep./Oct.),63-64。 | 23. | Dorval, M.、Pepin, M.(1986)。Effect of playing a video game on a measure of spatial visualization。Perception and Motor Skills,62,159-162。 | 24. | Hassenzahl, M.(2004)。Emotions can be quite ephemeral.We cannot design them。Interactions,2004(Sep./Oct.),46-48。 | 25. | Höök, K.、Persson, P.、Sjölinder, M.(2000)。Evaluating users’ experience of a character-enhanced information space。Journal of Al Communications,13(3),195-212。 | 26. | Houser, R.、Deloach, S.(1998)。Learning from games: Seven principles of effective design。Journal of Technical Communication,45(3),319-329。 | 27. | Hsu, Y. C.、Boling, E.C.(2006)。An approach for designing composite metaphors for user interfaces。Behaviour and Information Technology,26(3),209-220。 | 28. | Izard, C.(1993)。Four systems for emotion activation: Cognitive and noncognitive processes。Psychological Review,100(1),68-90。 | 29. | Karat, J.、Karat, C.、Ukelson, J.(2000)。Affordances, motivation, and the design of user interfaces。Communications of the ACM,43(8),49-51。 | 30. | Lang, A.、Borse, J.、Wise, K.、David, P.(2002)。Captured by the World Wide Web: Orienting to structural and content features of computer presented information。Communication Research,29(3),215-245。 | 31. | Lang, A.,、Dhillon, P.、Dong, Q.(1995)。The effects of emotional arousal and valence on television viewers’ cognitive capacity and memory。Journal of Broadcasting & Electronic Media,39,313-327。 | 32. | Latour, B.(1996)。Review of cognition in the wild。Mind, Culture and Activity,3(1),54-63。 | 33. | Lindgaard, G.、Dudek, C.(2003)。What is this evasive beast we call user satisfaction?。Interacting with Computers,15,751-771。 | 34. | Long, S. M.、Long, W. H.(1984)。Rethinking video games。The Futurist,18(6),35-37。 | 35. | Mallon, B.、Webb, B.(2000)。Structure, causality, visibility and interaction: propositions for evaluating engagement in narrative multimedia。International journal of human-computer studies,539(2),269-287。 | 36. | Myers, D.(1990)。A Q-study of game player aesthetics。Simulation & Gaming,21(4),375-396。 | 37. | Myers, D.(1992)。Time, symbol transformations, and Computer games。Play and Culture,5,441-457。 | 38. | Zagal, J. P.、Nussbaum, M.、Rosas. R.(2000)。A model to support the design of multiplayer games。Presence: Teleoperators and Virtual Environments,9(5)。 | 39. | Sawyer, B.(2002)。Serious games: Improving public policy through game-based learning and simulation。Woodrow Wilson International Center for Scholars,31。 | 40. | Van Horn, R.(1999)。Violence and video games。Phi Delta Kappan,10,173-174。 | 41. | Silvern, S. B.(1985)。Classroom use of video games。Educational Res. Q.,10(1),10-16。 | 42. | Shneiderman, B.(2004)。Designing for fun: How can we design user interfaces to be more fun?。Interactions,2004(Sep./Oct.),48-50。 | 43. | Schloerb, D. W.(1995)。A Quantitative Measure of Telepresence。Presence: Teleoperators and Virtual Environments,4(1),64-80。 | 44. | Rourke, L.、Anderson, T.、Archer, W.、Garrison, D. R.(1999)。Assessing Social Presence in Asynchronous Text-based。Computer Conferencing, Journal of Distance Education,14(3),51-70。 | 45. | Rieber, L. P.、Luke, N.、Smith, J.(1998)。Project KID DESIGNER: Constructivism at work through play。Meridian: Middle School Computer Technology Journal,1(1)。 | 46. | Shell, J.(2005)。Understanding entertainment: Story and gameplay are one。ACM Computer in Entertainment,3(1),6。 | 47. | 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。 | 48. | Choi, D.、Kim, H.、Kim, J.(1999)。Toward the construction of fun computer games: Differences in the views of developers and players。Personal Technologies,3(3),92-104。 | 49. | Webster, Jane、Martocchio, Joseph J.(1992)。Microcomputer Playfulness: Development of a Measure with Workplace Implications。MIS Quarterly,16(2),201-226。 | 50. | Igbaria, M.、Schiffman, S. J.、Wieckowski, T. J.(1994)。The respective roles of perceived usefulness and perceived fun in the acceptance of microcomputer technology。Behaviour & Information Technology,13(6),349-361。 | 51. | Rushinek, A.、Rushinek, S. F.(1986)。What makes users happy?。Communications of the ACM,29(7),594-598。 | 52. | Csikszentmihalyi, Mihály、LeFevre, Judith(1989)。Optimal experience in work and Leisure。Journal of Personality and Social Psychology,56(5),815-822。 | 53. | Lang, Annie(2000)。The limited capacity model of mediated message processing。Journal of Communication,50(1),46-70。 | 54. | Novak, Thomas P.、Hoffman, Donna L.、Yung, Yiu-Fai(2000)。Measuring the Customer Experience in Online Environments: A Structural Modeling Approach。Marketing Science,19(1),22-42。 | 55. | Daft, Richard L.、Lengel, Robert H.(1986)。Organizational Information Requirements, Media Richness and Structural Design。Management Science,32(5),554-571。 | 56. | Davis, Fred D.、Bagozzi, Richard P.、Warshaw, Paul R.(1989)。User acceptance of computer technology: A comparison of two theoretical models。Management Science,35(8),982-1003。 | 57. | Lombard, Matthew、Ditton, Theresa(1997)。At the heart of it all: The concept of presence。Journal of Computer-Mediated Communication,3(2)。 | 會議論文1. | Frokjaer, E.、Hertzum, M.、Horbaek, K.(2000)。Measuring usability: are effectiveness, efficiency, and satisfaction really correlated?。CHI 2000 Conference on Human Factors in Computing: The Future is Here。New York:ACM Press。345-352。 | 2. | 林珮雯、李峻德(2005)。電子商務網站介面設計研究--美感與使用性。中華傳播學會2005年年會。 延伸查詢 | 3. | Hassenzahl, M.(2000)。Truly enjoyable software is neither ‘Tool’ nor ‘Toy’。Angewandte Sozialpsychologie in Organizationen。La Clusaz。 | 4. | Hassenzahl, M.、Platz, A.、Burmester, M.、Lehner, K.(2000)。Hedonic and ergonomic quality aspects determine a softwareâs appeal。CHI 2000,201-208。 | 5. | Malone, T. W.(1980)。What makes thing fun to learn? Heuristics for designing instructional computer games。the joint symposium of Third SIGSMALL symposium and the first SIGPC symposium。 | 6. | Manninen, T.(2002)。Towards communicative, collaborative and constructive multi-player games。Computer Games and Digital Cultures Conference,(會議日期: 2002/06/07-08)。Tampere:Tampere University Press。155-169。 | 7. | Ye, J.、Ye, D.(2002)。HCI and game design: From a practitione’s point of view。2002 Game Technology Conference。Hong Kong。 | 8. | Pivec, M.、Dziabenko, O.、Schinnerl, I.(2003)。Aspects of game-based learning。I-KNOW '03 The 3rd International Conference on Knowledge Management,(會議日期: 2003, 2-4-July)。Graz。216-225。 | 9. | Raybourn, E. M.、Waern, A.(2004)。Social learning through gaming。Extended Abstracts of CHI Proceedings 2004。ACM Press。 | 研究報告1. | Järvinen, A.、Heliö, S.、Mäyrä, F.(2002)。Communication and community in digital entertainment services: Prestudy research report。 | 學位論文1. | Federoff, M. A.(2002)。Heuristics and usability guidelines for the creation andevaluation of fun in video games(碩士論文)。University of Indiana,Bloomington, IN。 | 圖書1. | Beyer, H.、Holtzblatt, K.(1998)。Contextual Design: Degining Customer-Centered Systems。San Francisco, California:Morgan Kaufmann Publishers, Inc.。 | 2. | Bickford, P.(1997)。Interface Design: The Art of Developing Easy-to-Use Software。Chestnut Hill, MA:Academic Press。 | 3. | Gifford, B. R.(1991)。The learning society: Serious play。Chronicle of Higher Education。 | 4. | Gredler, M.(1992)。Designing and Evaluating Games and Simulations: A Process Approach。London:Kogan Page。 | 5. | Greenfield, P. M.(1984)。Mind and media: The effects of television, video games, and computers。Cambridge, Mass.:Harvard University Press。 | 6. | ISO 9241(2001)。Ergonomics Requirements for Office with Visual Display Terminals (VDTs)。Geneva:International Organization for Standardization。 | 7. | Jordan, P. W.(1998)。An Introduction to Usability。Taylor & Francis Ltd.。 | 8. | Kafai, Y. B.(1995)。Minds in Play: Computer Game Design as a Context for Children’s Learning。Hilisdale, NJ:Lawrence Eribaum Associates。 | 9. | Leont'ev, A.(1978)。Activity, Consciousness, and Personality。Englewood Cliffs, NJ:Prentice Hall。 | 10. | Norman, D. A.(1998)。The Invisible Computer。The MIT Press。 | 11. | Oldenburg, Ray(1989)。The Great Good Place-Cafes, coffee shops, community centers, beauty parlors, general stores, bars, hangouts and how they get you through the day。Paragon House。 | 12. | Picard, W. R.(1998)。Affective Computing。Boston, Massachusetts:The MIT Press。 | 13. | Stapleton, A. J.(2004)。Game Developer Conference Notebook。San Jose, CA。 | 14. | Rouse Ⅲ, R.(2005)。Game Design: Theory & Practice。Texas:Wordware Publishing, Plano。 | 15. | Nielsen, J.(1993)。What is Usability。Cambridge, MA:Academic Press。 | 16. | Nokia Corporation(2003)。Nokia Series 40 J2METM Game Usability Guidelines and Implementation Model。 | 17. | Papert, S.(1970)。Teaching children thinking (AI Memo No.247 and Logo Memo No. 2)。Cambridge, MA:MIT Artificial Intelligence Laboratory。 | 18. | Huizinga, J.(1950)。Homo ludens: A study of the play-element in culture。Boston:The Beacon Press。 | 19. | Jordan, Patrick W.(2000)。Designing Pleasurable Products: an Introduction to the New Human Factors。Taylor & Francis。 | 20. | Winnicot, D. W.(1971)。Playing and reality。London:Tavistock Publications。 | 21. | Lakoff, George、Johnson, Mark、Chou, Shizhen(1980)。Metaphors We Live By。University of Chicago Press。 | 22. | Preece, J.(2000)。Online Communities: Designing Usability, Supporting Sociability。Chichester:New York:John Wiley & Sons。 | 23. | Prensky, Marc(2001)。Digital game-based learning。McGraw-Hill。 | 24. | Norman, Donald A.(2004)。Emotional Design: Why we love (or hate) Everday Things。New York:Basic Book。 | 其他1. | Costikyan, G.(1994)。I have no words and I must design,http://www.costik.com/nowords.html, 2005/06/03。 | 2. | Crawford, C.(1982)。The Art of Computer Game Design,http://www.mindsim.comJMindSini!Corporate/artCGD.pdf, 2005/05/06。 | 3. | Frasca, Gonzalo(1999)。Ludology meets narratology: Similitude and differences between (video) games and narrative,http://www.ludology.org/articles/ludology.htm。 | 4. | Jones, M. G.(1998)。Creating engagement in computer-based learning environments,http://itech1.coe.uga.edu/itforum/paper30/paper30.html, 2004/12/15。 | 5. | Monk, A. F.,Hassenzahl, M.,Blythe, M.,Reed, D.(2002)。Funology: designing for enjoyment,Minneapolis。 | 6. | Walkerdine, V.,Thomas, A.,Studdert, D.(2000)。Young children and video games: Dangerous pleasure and pleasurable danger,http://bitsi.csu.edu.au/csss2000/papers/walkerdine.html, 2005/09/11。 | 7. | Sanchez-Crespo Dalmau, D.(1999)。Learn faster to play better: How to shorten the learning cycle,http://www.gamasutra.comlfeatures/19991108/dalmau_01.htm, 2004/10/02。 | 8. | Csikszentmihalyi, Mihaly(1992)。Flow: The Psychology of Optimal Experience. New York, NY:。 | 圖書論文1. | Bannon, L.(1991)。From human factors to human actors。Design work: Cooperative Design of Computer Systems。HilLsdale:Lawrence Erlbaum Associates。 | 2. | Bonner, J. V. H.(2002)。Envisioning Future Needs: From Pragmatics to Pleasure。Pleasure with Products。London:Taylor & Francis。 | 3. | Braun, N.(2003)。Storytelling & conversation to improve the fun factor in software applications。Funology-From Usability to Enjoyment。Netherlands:Kluwer Academic Publishers。 | 4. | Clarke-Wilison, S.(1998)。Applying game design to virtual environments。Digital Illusion: Entertaining the Future with High Technology。New York:ACM Press。 | 5. | Creusen, M.、Snelders, D.(2002)。Product appearance and consumer pleasure。Pleasure with Products: Beyond Usability。London:Taylor and Francis。 | 6. | de Angeli, A.、Lynch, P(2002)。Pleasure versus Efficiency in User Interfaces: Towards an Involvement Framework。Pleasure with Products: Beyond Usability。London:Taylor & Francis。 | 7. | de Castell, S. &、Bryson, M.(1998)。Dystopia, dysphoria and difference: Retooling gendered play。From Barbie to Mortal Kombat: Gender and Computer Games。Massachusetts:MIT Press。 | 8. | Eich, E., & Schooler, J. W.(2005)。Cognition/emotion interactions。Cognition and emotion。Oxford:Oxford university press。 | 9. | Friedman, T.(1995)。Making sense of software: Computer games and interactive textuality。CyberSociety: Computer Mediated Communication and Community。Thousand Oaks, CA:Sage Publications。 | 10. | Kafai, Y. B.(1996)。Electronic Playworlds: Gender Differences in Children’s Constructions of Video Games。Interacting With Video。Norwood, NJ:Ablex。 | 11. | Malone, T. W.(1984)。Heuristics for designing enjoyable user interfaces: Lessons from computer games。Human Factors in Computing Systems。Ablex Publishing Corp.。 | 12. | Malone, T.、Lepper, M.(1987)。Making learning fun: A taxonomy of intrinsic motivations of learning。Aptitude, learning, and instruction: Vol. 3. Conative and affective process analyses。Lawrence Eribaum。 | 13. | Naridi, B. A.(1997)。Activity theory and Human-Computer Interaction。Context and Consciousness: Activity Theory and Human-Computer Interaction。Cambridge:MIT Press。 | 14. | Noyes, J.、Littledale, R.(2002)。Beyond Usability, Computer Playfulness。Pleasure with Products。London:Taylor & Francis。 | 15. | Wiberg, C.(2004)。Usability and fun: An overview of relevant research in the HCI community。The Interaction Society: Practice, Theories, and Supportive Technologies。IDEA-group Inc.。 | 16. | Reinmoeller, P.(2002)。Emergence of Pleasure: Communities of Interest and New Luxury Products。Pleasure with Products: Beyond Usability。London:Taylor & Francis。 | 17. | Wadley, G.、Gibbs, M.、Hew, K.、Graham, C.(2003)。Computer Supported Cooperative Play, "Third Places" and Online Videogames。Proceedings of the Thirteenth Australian Conference on Computer Human Interaction (OzChi 03)。University of Queensland。 | 18. | Kuutti, K.(1996)。Activity theory as a potential framework for human-computer interaction research。Context and consciousness: Activity theory and human-computer interaction。MIT Press。 | 19. | Csikszentmihalyi, Mihaly、Csikszentmihalyi, Isabella(1988)。[Optimal experience: Psychological studies of flow in consciousness] Introduction to part IV。Optimal experience: Psychological studies of flow in consciousness。Cambridge University Press。 | |
| |