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K.、Chiu, Pui-Yee、Lee, Matthew K. O.(2011)。Online Social Networks: Why Do Students Use Facebook?。Computers in Human Behavior,27(4),1337-1343。 | 會議論文1. | Attfield, S.、Kazai, G.、Lalmas, M.、Piwowarski, B.(2011)。Towards a Science of User Engagement。WSDM Workshop on User Modelling for Web Applications。Hong Kong。 | 2. | Brown, E.、Cairns, P.(2004)。A Grounded Investigation of Game Immersion。Conference on Human Factors in Computing Systems。Vienna。1297-1300。 | 3. | Vorderer, P.、Hartmann, T.、Christoph, K.(2003)。Explaining the Enjoyment of Playing Video Games: the Role of Competition。The Second International Conference on Entertainment Computing。Pennsylvania:Carnegie Mellon University Pittsburgh。1-9。 | 4. | Wen, J. R.、Yang, S. M.(2005)。The Effects of Learning Style and Flow Experience on the Effectiveness of E-Learning。The Fifth IEEE International Conference on Advanced Learning Technologies。New Jersey:IEEE。802-805。 | 學位論文1. | 張元力(2005)。虛擬社群之價值共創活動--以BBS社群為例(碩士論文)。國立政治大學。 延伸查詢 | 2. | 陳思萍(2006)。影響部落格沉浸理論的消費者動機模式之探討(碩士論文)。元智大學。 延伸查詢 | 3. | 駱坤民(2004)。線上遊戲價值創造、顧客感受、價值獲取之關聯性研究(碩士論文)。銘傳大學,台北。 延伸查詢 | 4. | 詹佳琪(2001)。虛擬社群成員滿意度及其相關因素之研究(碩士論文)。高雄第一科技大學。 延伸查詢 | 5. | 陳軼辰(2003)。線上遊戲參與行為--消費者性別角色認同之探討(碩士論文)。長庚大學。 延伸查詢 | 6. | 吳得豪(2002)。探討網路沉迷的行銷關係--以線上遊戲為例(碩士論文)。逢甲大學。 延伸查詢 | 7. | 陳冠中(2003)。「天堂」遊戲參與者之動機、沉迷與交易行為關係之研究(碩士論文)。國立中正大學,嘉義縣。 延伸查詢 | 8. | 楊糧綱(2007)。線上遊戲問題之成癮模式研究(碩士論文)。中華大學。 延伸查詢 | 9. | 李冠佑(2004)。台灣大型多人線上遊戲沉浸玩家之消費者轉換行為研究(碩士論文)。元智大學。 延伸查詢 | 10. | 王辰祉(2008)。線上遊戲價值創造與黏著度之相關性研究--魔獸世界為例(碩士論文)。世新大學。 延伸查詢 | 11. | 李文傑(2008)。自我效能、沉浸經驗與科技接受模式之研究--以線上遊戲為例(碩士論文)。國立屏東商業技術學院。 延伸查詢 | 12. | 李思儀(2007)。消費者虛擬社群成員的參與動機對互動行為影響之研究(碩士論文)。國立屏東科技大學。 延伸查詢 | 13. | 邱媄鈺(2008)。任天堂Wii體驗行銷、沉浸狀態對消費者知覺價值、口碑傳播影響之探討(碩士論文)。靜宜大學。 延伸查詢 | 14. | 高志忠(2004)。知識管理於知識社群建立之影響分析(碩士論文)。南台科技大學。 延伸查詢 | 15. | 孫和業(2007)。電子遊戲場消費者參與動機、人格特質與產品使用行為之研究(碩士論文)。大葉大學。 延伸查詢 | 16. | 謝宗諭(2005)。虛擬社群知識分享行為研究--期待與價值扮演的角色(碩士論文)。國立中央大學。 延伸查詢 | 17. | 林子凱(2002)。線上遊戲『天堂』之使用者參與動機與滿意度研究(碩士論文)。國立成功大學。 延伸查詢 | 18. | 陳祈年(2005)。動機、可玩性與社交性對於多人線上角色扮演遊戲玩家沉浸經驗之影響(碩士論文)。國立交通大學。 延伸查詢 | 圖書1. | Stephenson, W.(1967)。The play Theory of Mass Communication。Chicago:University of Chicago press。 | 2. | Wallace, Patricia M.(1999)。The psychology of the internet。Cambridge University Press。 | 3. | Prahalad, C. K.、Ramaswamy, V.(2004)。The Future of Competition: Co-Creating Unique Value with Customers。Boston, Massachusetts:Harvard Business School Press。 | 4. | Hatterer, L. J.(1994)。Addictive Processes, Encyclopedia of Psychology。New York:John Wiley and Sons。 | 5. | Rouse, R. III(2001)。Game Design: Theory and Practice。Amazonstudent:Richard Rouse III:Wordware Publishing。 | 6. | Vodeler, P.、Hartmann, T.、Klimm, C.(2003)。Explaining the Enjoyment of Playing Video Games: the Role of Competition。 | 7. | Csíkszentmihályi, Mihály(1997)。Finding Flow: The Psychology of Engagement with Everyday Life。Basic Books。 | 8. | Gummesson, E.(2000)。Qualitative Methods in Management Research。Stage Publications。 | 9. | Csikszentmihalyi, Mihaly(1996)。Creativity: Flow and the Psychology of Discovery and Invention。HarperCollins Publishers。 | 單篇論文1. | John, Y.,Ding, Y.(2005)。HCI and Game Design: From a Practitioner's Point of View,https://pdfs.semanticscholar.org/bde4/5f338ed6bfde186380a30a85538dc0a05a2b.pdf。 | 其他1. | 王碧蓮(2013)。我國寬頻服務使用現況分析,http://www.myhome.net.tw/2013_10/p02.htm。 延伸查詢 | 2. | 產業情報研究所(2013)。解析台灣行動遊戲玩家行為男性為行動遊戲消費主力,http://gnn.gamer.com.tw/0/85840.html。 延伸查詢 | 3. | Lazzaro, N.(2004)。Why We Play Games: Four Keys to More without Story,http://www.xeodesign.com/xeodesign_whyweplaygames.pdf。 | |
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