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來源文獻資料
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引文資料
題名:
Why Are Players Being Immersed in Online Game? A Study on the Game's Creating Value of Emotion for Players
書刊名:
International Journal of Digital Media Design
作者:
Chang, Yuh-shihng
/
Wang, Chen-chih
出版日期:
2012
卷期:
4:1
頁次:
頁49-67
主題關鍵詞:
Online game
;
Creating value of emotion
;
Flow experience
;
Attention span
原始連結:
連回原系統網址
相關次數:
被引用次數:期刊(
3
) 博士論文(0) 專書(0) 專書論文(0)
排除自我引用:
3
共同引用:
8
點閱:15
This empirical research investigated the online gamers’ creating value of emotion. The study scopes on online game players’ emotional cognitive factors, flow experience, and consumption desire, which are included in our research model. This research method adopted empirical statistical analysis to examine the above constructs. This research takes 293 participants as the subjects for supporting our empirical research. The rate of this survey’s efficiency is 86.94 %. Reliability analysis of which it showed that all of variables Cronbach's α coefficients ranged from 0.73 to 0.93, the questionnaire thus concluded reliable validation of information for our research. The results showed that game’s creating value of emotion can enhance to strengthen the players’ attention span on game for next consumptions.
以文找文
期刊論文
1.
Deci, E.J.、Ryan, R.M.(1987)。Accessibility and stability of predictors in the theory of planned behavior。Journal of Personality and Social Psychology,63(5),754-765。
2.
Kaasinen, E.(2005)。User acceptance of location-aware mobile guides based on seven field studies。Behavior and Information Technology,24(1),37-49。
3.
Lyman, P.、Wakeford, N.(1999)。Going into the (Virtual) Field。American Behavioral Scientist,43(3),359-376。
4.
Yu, Jieun、Ha, Imsook、Choi, Munkee、Rho, Jaejeung(2005)。Extending the TAM for a t-commerce。Information & Management,42(7),965-976。
5.
Moon, J. W.、Kim, Y. G.(2001)。Extending the TAM for World-Wide-Web Context。Information and Management,38(4),217-230。
6.
Venkatesh, V.、Speier, C.、Morris, M. G.(2000)。User Acceptance Enablers in Individual Decision Making About Technology: Toward an Integrated Model。Decision Sciences,33(2),297-316。
7.
Teo, Thompson S. H.、Lim, Vivien K. G.、Lai, Raye Y. C.(1999)。Intrinsic and Extrinsic Motivation in Internet Usage。OMEGA: International Journal of Management Science,27(1),25-37。
8.
Karahanna, E.、Straub, D. W.(1999)。The psychological origins of perceived usefulness and ease of use。Information and Management,35(4),237-250。
9.
Roberts, Mary Lou、Wortzel, Lawrence H.(1979)。New Life-Style Determinants of Women's Food Shopping Behavior。Journal of Marketing,43(3),28-39。
10.
Lou, H.、Luo, W.、Strong, D.(2000)。Perceived critical mass effect on groupware acceptance。European Journal of Information Systems,9(2),91-103。
11.
Hoffman, Donna L.、Novak, Thomas P.(1996)。Marketing in Hypermedia Computer-Mediated Environments: Conceptual Foundations。Journal of Marketing,60(3),50-68。
12.
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。
13.
Davis, Fred D.、Bagozzi, Richard P.、Warshaw, Paul R.(1992)。Extrinsic and Intrinsic Motivation to Use Computers in the Workplace。Journal of Applied Social Psychology,22(14),1111-1132。
14.
劉明德、方之光、張裕幸、謝佩如(20070900)。運用隱喻抽取概念技術(ZMET)來建立線上角色扮演遊戲玩家的共識地圖。中山管理評論,15(3),667-695。
延伸查詢
15.
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。
16.
Davis, Fred D.(1989)。Perceived Usefulness, Perceived Ease of Use, & User Acceptance of Information Technology。MIS Quarterly,13(3),319-340。
會議論文
1.
Chiu, G.H、Chang, Y.S(2006)。The Study on Impact of The On-Line Game Emotion Value Creation to Player's Behavior Swithingation, Proceeding of The Asia-Pacific Conference on。The Asia-Pacific Conference on Library & Information Education & Practice。Singapore:Nanyang Technological University。382-393。
2.
Guan, M.Z.、Lin, J.H.(2003)。A study of service decision-making model - a case of online game industry in Taiwan。2003 Conference of E-Commerce and Digital Life,(會議日期: April 2003),1544-1564。
學位論文
1.
Lo, K.M.(2004)。A Study on the Relationship between On-line Games Value Creation, Customer Feeling and Value Getting(碩士論文)。Ming Chuan University,Taiwan。
圖書
1.
Jerry, W.、Robert, G.、Vijay, M.(2002)。Convergence Marketing。Prentice Hall。
2.
Adler, P. R.、Christopher, J. A.(1998)。Internet community primer overview and business opportunities。New York, NY:HarperCollins Publishers。
3.
Ajzen, I.、Fishbein, M.(1980)。Understanding Attitudes and Predicting Social Behavior。Englewood Cliffs, New Jersey:Prentice-Hall。
4.
Fishbein, M.、Ajzen, I.(1980)。Belief, Attitude, Intention, and Behavior: An Introduction to Theory and Research。Addison-Wesley。
5.
Maslow, Abraham H.、Frager, Robert、Fadiman, James、McReynolds, C.(1970)。Motivation and Personality。Harper。
6.
DeVellis, Robert F.(1991)。Scale Development: Theory and Applications。Sage。
7.
Csikszentmihalyi, Mihaly(1975)。Beyond Boredom and Anxiety: The Experience of Play in Work and Games。Jossey-Bass。
8.
Nunnally, Jum C.、Bernstein, Ira H.(1978)。Psychometric Theory。McGraw-Hill。
其他
1.
MIC(2011)。2011 Development Status and Trends of Game Industry,http://mic.iii.org.tw/aisp/reports/reportdetail2.asp?sesd=1072552340&ocid=CDOC20120102004&docty pe=RC&cate=&smode=1&countrypno=, 2012/07/01。
圖書論文
1.
Vallerand, Robert J.(1997)。Toward a hierarchical model of intrinsic and extrinsic motivation。Advances in Experimental Social Psychology。Academic Press。
2.
Massimini, Fausto、Carli, Massimo(1988)。The systematic assessment of flow in daily experience。Optimal experience: psychological studies of flow in consciousness。Cambridge University Press。
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