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題名:高中生上網咖意圖與行為的性別差異
書刊名:觀光研究學報
作者:許義忠 引用關係
作者(外文):Hsu, Yi-chung
出版日期:2006
卷期:12:1
頁次:頁23-42
主題關鍵詞:休閒性別化計劃行為理論電腦遊戲過去行為LeisureGenderedTheory of planned behaviorComputer gamesPast behavior
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(5) 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:2
  • 共同引用共同引用:107
  • 點閱點閱:31
期刊論文
1.曾玉慧、梁朝雲(20021000)。從網路遊戲的盛行與網咖的發展談國高中學校教育政策。視聽教育雙月刊,44(2)=260,2-12。  延伸查詢new window
2.張弘毅、林姿君(20030600)。國高中生對網路遊戲的使用研究。教學科技與媒體,64,36-52。new window  延伸查詢new window
3.Griffiths, M. D.、Hunt, N.(1998)。Dependence on computer games by adolescents。Psychological reports,82(2),475-480。  new window
4.Ajzen, I.(1987)。Attitudes, traits, and actions: Dispositional prediction of behavior in personality and social psychology。Advances in Experimental Social Psychology,20,1-63。  new window
5.Chappell, D.、Davies, M. N. O.、Griffiths, M. D.(200302)。Breaking the Stereotype: The Case of Online Gaming。CyberPsychology & Behavior,6(1),81-91。  new window
6.吳統雄、饒培倫(19991000)。臺灣網路公民趨勢系列調查,1996-1998。世新大學學報,9,17-42。  延伸查詢new window
7.Shaw, S. M.(2001)。Conceptualizing resistance: Women's leisure as political practice。Journal of Leisure Research,33(2),186-201。  new window
8.Griffiths, Mark D.(1997)。Computer Game Playing in Early Adolescence。Youth and Society,29(2),223-237。  new window
9.Stebbins, Robert A.(2001)。Serious leisure。Society,38(4),53-57。  new window
10.魏米秀、呂昌明(1995)。某工專夜間部男生之戒菸意圖、戒菸行為及其影響因素之研究。衛生教育論文集刊,8,21-32。  延伸查詢new window
11.李碧霞(19980500)。臺北市某高中男生從事規律運動意圖和行為之研究。醫學研究,18(6),390-399。  延伸查詢new window
12.葉國樑(19961100)。臺北市國中學生垃圾分類行為意圖研究。衛生教育雜誌,16,1-19。  延伸查詢new window
13.Hrubes, D.、Ajzen, I.、Daigle, J.(2001)。Predicting hunting intentions and behavior: An application of the theory of planned behavior。Leisure Sciences,23(3),165-178。  new window
14.Ajzen, Icek(1991)。The Theory of Planned Behavior。Organizational Behavior and Human Decision Processes,50(2),179-211。  new window
15.Chen, Hsiang、Wigand, Rolf T.、Nilan, Michael S.(1999)。Optimal experience of Web activities。Computers in Human Behavior,15(5),585-608。  new window
16.Ajzen, Icek、Driver, B. L.(1992)。Application of the Theory of Planned Behavior to Leisure Choice。Journal of Leisure Research,24(3),207-224。  new window
17.Hoffman, Donna L.、Novak, Thomas P.(1996)。Marketing in Hypermedia Computer-Mediated Environments: Conceptual Foundations。Journal of Marketing,60(3),50-68。  new window
18.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
19.Colwell, John、Payne, Jo(2000)。Negative Correlates of Computer Game Play in Adolescents。British Journal of Psychology,91(3),295-310。  new window
20.Jackson, E. L.(1999)。Leisure and Internet。Journal of Physical Education, Recreation & Dance,70(9),18-22。  new window
21.Dorman, S. M.(1997)。Video and Computer Games: Effect on Children and Implications for Health Education。Journal of School Health,67(4),133-138。  new window
22.余玉卿(2001)。個人電腦遊戲市場,去年成長8億元。數位周刊,38,20-20。  延伸查詢new window
23.Creasey, G. L.、Myers, B. J.(1986)。Video Games and Children: Effects on Leisure Activities, School Work and Peer Involvement。Merrill-Palmer Quarterly,32,251-262。  new window
24.王正利(2003)。網咖使用經驗對國中生電學習成就影響之研究-以高雄縣旗美地區為例。資訊與教育,93,106-112。  延伸查詢new window
25.余玉卿(2001)。網路休閒。數位周刊,52(8)。  延伸查詢new window
26.林宇玲(2000)。解讀全球資訊網上之臺灣女性網站:由網站論述表現看性別與科技之關係。婦女與兩性學刊,11,1-33。new window  延伸查詢new window
27.許義忠、Sessoms, H. D.(1998)。價值傾向與休閒態度研究-以美國北卡羅萊納教堂山大學的臺灣留學生為例。戶外遊憩研究,11(2),41-59。new window  延伸查詢new window
28.Cockburn, Cynthia(1981)。The Material of Male Power。Feminist Review,9,41-58。  new window
29.Colwell, J.、Grady, C.、Rhaiti, S.(1995)。Computer Games, Self-esteem and Gratification of Needs in Adolescents。Journal of Community and Applied Social Psychology,5(3),195-206。  new window
30.Dietz, T. L.(1998)。An Examination of Violence and Gender Role Portrayals in Video Games: Implications for Gender Socialization and Aggressive Behavior。Sex Roles,38(5/6),425-442。  new window
31.Funk, J. B.(1993)。Reevaluating the Impact of Video Games。Clinical Pediatrics,32(2),86-90。  new window
32.Funk, J. B.、Buchman, D. D.(1995)。Video Game Controversies。Pediatric Annals,24(2),91-94。  new window
33.Gailey, C. W.(1993)。Mediated Messages: Gender, Class, and Cosmos in Home Video Games。The Journal of Popular Culture,27(1),81-97。  new window
34.Greenfield, P. M.(1996)。Video Games as Cultural Artifacts. Special Issue: Effects of Interactive Entertainment Technologies on Development。Journal of Applied Developmental Psychology,15(1),3-12。  new window
35.Griffiths, M. D.(1991)。The Observational Analysis of Adolescent Gambling in U.K. Amusement Arcades。Journal of Community and Applied Social Psychology,1(4),309-320。  new window
36.Griffiths, M. D.、Hunt, N.(1995)。Computer Game Playing in Adolescence: Prevalence and Demographic Indicators。Journal of Community and Applied Social Psychology,5(3),189-193。  new window
37.Schumacher, P.、Morahan-Martin, J.、Morahan, M.(2001)。Gender, Internet and Computer Attitudes and Experiences。Computers in Human Behavior,17(1),95-110。  new window
38.Spence, S. A.(1993)。Nintendo Hallucinations: A New Phenomenological Entity。Irish Journal of Psychological Medicine,10(2),98-99。  new window
39.Valentine, G.(1990)。Women's Fear and the Design of Public Space。Built Environment,16(4),288-303。  new window
會議論文
1.Bryce, J.、Rutter, J.(2002)。Killing Like a Girl: Gendered Gaming and Girl Gamers' Visibility。Tampere, Finland。243-255。  new window
2.Sullivan, C.、Bryce, J.(2001)。The Internet and Masculinity: Gender, Technology and Identity。0。  new window
學位論文
1.Doyle-Baker, P. T. K.(2000)。Fibromyalgia Syndrome Patient's Intention to Exercise: An Application of the Theory of Planned Behavior,California。  new window
2.Blue, C. L.(1996)。Theory of planned behavior and self-efficacy and exercise behavior in blue-collar workers,Chicago, IL.。  new window
3.Schlapman, N. J.(1994)。Testing the theory of planned behavior in a sample of mall walkers,Milwaukee, WI.。  new window
4.周甫亮(2001)。青少年在網咖中的次文化認同建構初探(碩士論文)。世新大學。  延伸查詢new window
5.康書華(1996)。大學生對國家公園前往意願之研究--以理性行動和計劃性行為理論為應用(碩士論文)。文化大學。  延伸查詢new window
6.丁志成(2002)。線上和電腦遊戲玩家參與行為之探討(碩士論文)。國立高雄第一科技大學,高雄市。  延伸查詢new window
7.許哲彰(1999)。國小教師從事規律運動意圖、行為之預測及影響因素之探討--驗證計劃行為理論(碩士論文)。國立體育學院。  延伸查詢new window
8.黃瓊慧(2000)。從沈浸(flow)理論探討台灣大專學生之網路使用行為(碩士論文)。國立交通大學。  延伸查詢new window
9.林輔瑾(1996)。專科學生從事規律運動意圖之研究--計劃行為理論之應用(碩士論文)。國立臺灣師範大學。  延伸查詢new window
10.Cordano, M.(1998)。Environmental Attitudes and Environmental Management Behavior: An Application of the Theory of Planned Behavior,0。  new window
圖書
1.American Association of University Women Educational Foundation(2002)。電腦美眉誕生術:新科技時代♀教學法。臺北市:女書文化。  延伸查詢new window
2.Wearing, Betsy(1998)。Leisure and feminist theory。Sage。  new window
3.Ajzen, Icek(1988)。Attitudes, Personality, and Behavior。Milton Keynes, England:Open University Press。  new window
4.Fishbein, M.、Ajzen, I.(1980)。Belief, Attitude, Intention, and Behavior: An Introduction to Theory and Research。Addison-Wesley。  new window
5.林宇玲(20020000)。網路與性別。臺北:華之鳳科技。new window  延伸查詢new window
6.孟樊(20010000)。後現代的認同政治。臺北:揚智文化。new window  延伸查詢new window
7.Csikszentmihalyi, M.(1988)。Beyond Boredom and Anxiety: The Psychology of Optimal Experience。Beyond Boredom and Anxiety: The Psychology of Optimal Experience。San Francisco, CA:Jossey-Bass。  new window
8.Franck, K. A.、Paxson, L.(1989)。Women and Urban Public Space: Research, Design, and Policy Issues。Human Behavior and Environment: Advances in Theory and Research, Vol. 10。New York, NY:Plenum Press。  new window
9.Hey, V.(1984)。Pubs and Patriarchy。Pubs and Patriarchy。London, UK:Tavistock。  new window
10.Kafai, Y. B.(1996)。Electronic Play Worlds: Gender Differences in Children's Construction of Video Games。Constructionism in Practice: Designing, Thinking, and Learning in a Digital World。Mahwah, NJ:Ablex。  new window
其他
1.許義忠(2006)。青少女對運動與遊憩空間的知覺,0。  延伸查詢new window
2.許義忠(2006)。臺灣青少女夜間遊憩選擇模式之概念架構雛型,0。  延伸查詢new window
3.蕃薯藤(2005)。歷年臺灣網路使用調查,0。  延伸查詢new window
4.Beal, V. A.(1997)。Why Do Girlz Stay Genderless?,0。  new window
5.Morris, S.(1998)。Gender and Online Gaming,0。  new window
圖書論文
1.Ajzen, I.(1985)。From intentions to actins: A theory of planned behavior。Action-control: From cognition to behavior。Springer-Verlag。  new window
 
 
 
 
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