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題名:影響MMORPG玩家持續參與之因素--比較不同收費機制之研究
書刊名:電子商務研究
作者:鄭沐安鄒仁淳許晉龍 引用關係林娟娟 引用關係
作者(外文):Cheng, Mu-anTzou, Monica Ren-chuenHsu, Chin-lungLin, Judy Chuan-chuan
出版日期:2013
卷期:11:2
頁次:頁123-144
主題關鍵詞:遊戲動機持續參與收費機制玩家素質滿意度MMORPGOnline gaming motivationContinuance intentionParticipation modelPlayer quality
原始連結:連回原系統網址new window
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  • 被引用次數被引用次數:期刊(2) 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:0
  • 點閱點閱:143
期刊論文
1.Chen, V. H. H.、Duh, H. B. L.、Phuah, P. S. K.、Lam, D. Z. Y.(2006)。Enjoyment or engagement? Role of social interaction in playing massively multiplayer online role-playing games。Lecture Notes in Computer Science,4161,262-267。  new window
2.Franceschi, K.、Lee, R. M.、Zanakis, S. H.、Hinds, D.(2009)。Engaging Group E-Learning in Virtual Worlds。Journal of Management Information Systems,26(1),73-100。  new window
3.Guo, Y.、Barnes, S.(2009)。Virtual item purchase behavior in virtual worlds: an exploratory investigation。Electronic Commerce Research,9(1/2),77-96。  new window
4.Hussain, Z.、Griffiths, M., D.(2009)。Excessive use of Massively Multi-Player Online Role-Playing Games: A Pilot Study。International Journal of Mental Health and Addiction,7(4),563-571。  new window
5.Koo, D.-M.、Lee, S.-H.、Chang, H.-S.(2007)。Experiential motives for playing online games。Journal of Convergence Information Technology,2(2),37-48。  new window
6.Lin, C. P.、Anol, Bhattacherjee(2008)。Learning online social support: An investigation of network information technology based on UTAUT。CyberPsychology & Behavior,11(3),268-272。  new window
7.Ng, B. D.、Wiemer-Hasting, P.(2005)。Addiction to the internet and online gaming。CyberPsychology & Behavior,8(2),110-113。  new window
8.Pae, J. H.、Hyun, J. S.(2002)。The impact of technology advancement strategies on consumers’ patronage decisions。Journal of Product Innovation Management,19(5),375-383。  new window
9.Barnes, Stuart J.(2011)。Understanding Use Continuance in Virtual Worlds: Empirical Test of a Research Model。Information and Management,48(7),303-312。  new window
10.Williams, Dmitri、Ducheneaut, Nicolas、Xiong, Li、Zhang, Yuanyuan、Yee, Nick、Nickell, Eric(2006)。From Tree House to Barracks: The social life of guilds in World of Warcraft。Games and Culture,1(4),338-361。  new window
11.Atchariyachanvanich, K.、Okada, H.、Sonehara, N.(2006)。What keeps online customers repurchasing through the internet?。ACM SIGecom Exchanges,6(2),47-57。  new window
12.Chou, T.-J.、Ting, C.-C.(2003)。The Role of Flow Experience in Cyber-game Addiction。CyberPsychology & Behavior,6(6),663-675。  new window
13.Griffiths, M. D.、Davies, M. N. O.、Chappell, D.(2004)。Online computer gaming: A comparison of adolescent and adult gamers。Journal of Adolescence,27(1),87-96。  new window
14.Ha, Imsook、Yoon, Youngseog、Choi, Munkee(2007)。Determinants of adoption of mobile games under mobile broadband wireless access environment。Information & Management,44(3),276-286。  new window
15.Koo, D. M.(2009)。The moderating role of locus of control on the links between experiential motives and intention to play online games。Computers in Human Behavior,25(2),466-474。  new window
16.Wan, C. S.、Chiou, W. B.(2006)。Why Are Adolescents Addicted to Online Gaming? An Interview Study in Taiwan。CyberPsychology & Behavior,9(6),762-766。  new window
17.Lucas, Kristen、Sherry, John L.(2004)。Sex Differences in Video Game Play: A Communication-based Explanation。Communication Research,31(5),499-523。  new window
18.Sweetser, P.、Wyeth, P.(2005)。Gameflow: A model for evaluating player enjoyment in games。Computers in Entertainment,3(3),1-24。  new window
19.Wu, Jen-Her、Wang, Shu-Ching、Tsai, Ho-Huang(2010)。Falling in love with online games: The Uses and gratifications perspective。Computers in Human Behavior,26(6),1862-1871。  new window
20.Kim, Kyung Hoon、Park, Jin Yong、Kim, Dong Yul、Moon, Hak Il、Chun, Ho Chan(2002)。E-lifestyle and Motives to Use Online Games。Irish Marketing Review,15(2),71-77。  new window
21.Igbaria, M.、Iivari, J.、Maragahh, H.(1995)。Why do individuals use computer technology? A Finnish case study。Information & Management,29(5),227-238。  new window
22.Wu, J.、Liu, D.(2007)。The Effects of Trust and Enjoyment on Intention to Play Online Games。Journal of Electronic Commerce Research,8(2),128-140。  new window
23.Armstrong, A. G.、Hagel, John III(1996)。The real value of on-line communities。Harvard Business Review,74(3),134-141。  new window
24.Choi, Dongseong、Kim, Jinwoo(2004)。Why People Continue to Play Online Games: In Search of Critical Design Factors to Increase Customer Loyalty to Online Contents。CyberPsychology & Behavior,7(1),11-24。  new window
25.Walczuch, Rita、Lemmink, Jos、Streukens, Sandra(2007)。The effect of service employees' technology readiness on technology acceptance。Information & Management,44(2),206-215。  new window
26.Katz, Michael L.、Shapiro, Carl(1985)。Network Externalities, Competition, and Compatibility。The American Economic Review,75(3),424-440。  new window
27.Hsu, Chin-Lung、Lu, His-Peng(2007)。Consumer Behavior in Online Game Communities: A Motivational Factor Perspective。Computers in Human Behavior,23(3),1642-1659。  new window
28.Devaraj, Sarv、Fan, Ming、Kohli, Rajiv(2002)。Antecedents of B2C Channel Satisfaction and Preference: Validating e-Commerce Metrics。Information Systems Research,13(3),316-333。  new window
29.Hsu, Chin-Lung、Lu, Hsi-Peng(2004)。Why do people play on-line games? An extended TAM with social influences and flow experience。Information & Management,41(7),853-868。  new window
30.Yee, Nick(2006)。Motivations for play in online games。Cyberpsychology & behavior: the impact of the Internet, multimedia and virtual reality on behavior and society,9(6),772-775。  new window
31.Oliver, Richard L.(1980)。A Cognitive Model of the Antecedents and Consequences of Satisfaction Decisions。Journal of Marketing Research,17(4),460-469。  new window
32.Manninen, T.、Kujanpää, T.(2007)。The Value of Virtual Assets-The Role of Game Characters in MMOGs。International Journal of Business Science and Applied Management,2(1),21-33。  new window
33.Raybourn, E. M.(1997)。Computer game design: new directions for intercultural simulation game designers。Developments in Business Simulation and Experiential Learning,24,144-145。  new window
會議論文
1.Joyner, L. A.、TerKeurst, J.(2003)。Accounting for user needs and motivations in game design。The 1st Global Conference in Interactive Convergence: Research in Multimedia。  new window
2.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
3.Sherry, J. L.、Lucas, K.(2003)。Video game uses and gratifications as predictors of use and game preference, Mass Communication Division。International Communication Association Annual Convention。San Diego, CA。  new window
4.Sotamaa, O.(2007)。Perceptions of Player in Game Design Literature。DiGRA 2007 Conference。Tokyo:University of Tokyo。456-465。  new window
5.Wu, J. -H.、Wang, S. -C.、Tsai, H. -H.(2009)。Why Do Players Stick to a Specific Online Game? The Uses and Gratifications Perspective。Fifteenth Americas Conference on Information Systems。San Francisco, CA。  new window
6.Clanton, C.(1998)。An interpreted demonstration of computer game design。The conference on CHI 98 Summary: Human Factors in Computing Systems。  new window
學位論文
1.王國榮(2004)。線上遊戲品質與公平性對顧客滿意度及忠誠度(碩士論文)。東吳大學,臺北市。  延伸查詢new window
2.邱筠惠(2009)。不同付費方式下線上遊戲消費者行為之研究(碩士論文)。國立交通大學,新竹市。  延伸查詢new window
3.吳力源(2005)。以服務品質與知覺價值模式探討影響玩家再消費之因素:以台灣大型線上遊戲(MMORPG)為例(碩士論文)。銘傳大學,臺北市。  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.Pagulayan, R.、Keeker, K.、Wixon, D.、Romero, R.、Fuller, T.(2003)。User-centered design in games. In The Human-Computer Interaction Handbook: Fundamentals, Evolving Techniques and Emerging Applications。Lawrence Erlbaum Associates。Mahwah, NJ。  new window
3.Weibull, L.(1985)。Structural factors in gratifications research。Media Gratifications Research。  new window
4.Hatcher, L.(1994)。A step-by-step approach to use the SAS system for factor analysis and structural equation modeling。SAS Institute。  new window
5.Crawford, Chris(1982)。The Art of Computer Game Design。McGraw-Hill。  new window
6.Hair, J. F.、Anderson, R. E.、Tatham, R. L.、Black, W. C.(1995)。Multivariate data analysis with readings。Upper Saddler River, NJ:Prentice-Hall。  new window
7.Csikszentmihalyi, Mihaly(1997)。Finding flow: The psychology of engagement with everyday life。Basic Books。  new window
8.Nunnally, Jum C.、Bernstein, Ira H.(1978)。Psychometric Theory。McGraw-Hill。  new window
其他
1.MIC(2011)。網路影音遊戲持續受歡迎 社交網站明顯成長,http://mic.iii.org.tw/aisp/pressroom/press01_pop.asp?sno=244&type1=2, 20110125。  延伸查詢new window
2.IDC(2008)。玩家需求多元化使台灣線上遊戲市場持續成長,http://www.idc.com.tw/about/detail.jsp?id=MTE=, 20080725。  延伸查詢new window
3.DFC Intelligence(2010)。DFC Intelligence Forecasts Worldwide Game Market to Reach Billion by 2015,http://www.dfcint.com/wp/?p=277, 20110526。  new window
4.Nielsen(2010)。What Americans Do Online: Social Media And Games Dominate Activity,http://blog.nielsen.com/nielsenwire/online_mobile/what-americans-do-online-social-media-and-games-dominate-activity/, 20101225。  new window
5.Lazzaro, N.(2004)。Why we play games: Four keys to more emotion without story,http://www.xeodesign.com/whyweplaygames/xeodesign_whyweplaygames.pdf。  new window
圖書論文
1.Adams, John Stacey(1965)。Inequity in social exchange。Advances in experimental social psychology。Academic Press。  new window
 
 
 
 
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