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C.、Weaver, Wanda B.(1975)。Cognitive Processing and Time Perception。Perception and Psychophysics,17(4),363-367。 | 13. | Johnson, D.、Wiles, J.(2003)。Effective affective user interface design in games。Ergonomics,46(13),1332-1345。 | 14. | Sweetser, P.、Wyeth, P.(2005)。Gameflow: A model for evaluating player enjoyment in games。Computers in Entertainment,3(3),1-24。 | 15. | Csikszentmihalyi, M.、Larson, R.(1987)。Validity and reliability of the experience-sampling method。The Journal of Nervous and Mental Disease,175(9),526-536。 | 16. | Chen, H. A.、Wigand, R. T.、Nilan, M. S.(2000)。Exploring Web Users' Optimal Flow Experiences。Information Technology & People,13(4),263-281。 | 17. | 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。 | 會議論文1. | Aarseth, E.(200305)。Playing research: methodological approaches to game analysis。Digital Arts and Culture Conference。Melbourne。 | 2. | Brown, E.、Cairns, P.(2004)。A grounded investigation of game immersion。The 2004 Conference on Human Factors in Computing Systems。New York:ACM Press。1297-1300。 | 3. | Hill, A.、Scharff, L.V.(1997)。Readability of websites with various foreground / background color combinations, font types and word styles。11th National Conference on Undergraduate Research。Texas。742-746。 | 4. | Lazzaro, N.、Keeker, K.(2004)。What’s my method? A game show on games。Extended Abstracts of the 2004 Conference on Human Factors in Computing Systems。New York:ACM Press。1093-1094。 | 5. | Novak, T. P.、Hoffinan, D. L.(1997)。Measuring the flow experience among web users。Interval Research Corporation。 | 6. | Parsons, D.、Ryu, H.(2006)。A study of design requirements for mobile learning environments。IEEE International Conference on Advanced Learning Technologies--ICALT 2006。Netherlands:IEEE。96-100。 | 7. | Sweetser, P.、Johnson, D.(2004)。Player-centred game environments: Assessing player opinions, experiences and issues。Entertainment Computing--ICEC 2004: Third International Conference。New York:Springer。321-332。 | 8. | Zuffi, S.、Brambilla, C.、Beretta, G.、Scala, P.(2007)。Human computer interaction: Legibility and contrast。14th International Conference on Image Analysis and Processing--ICIAP 2007。Modena:IEEE Computer Society。241-246。 | 9. | Novak, T. P.、Hoffman, D. L.、Yung, Y. F.(1998)。Modeling the structure of the flow experience among web users。INFORMS Marketing Science and the Internet Mini-Conference。 | 圖書1. | Fullerton, T.、Swain, C.、Hoffman, S.(2004)。Game design workshop: Designing, prototyping, and play testing games。NY:CMP Books。 | 2. | Jie, L.、Clark, J. J.(2007)。Game design guided by visual attention, in Entertainment Computing - ICEC 2007。Minneapolis:Springer。 | 3. | Jackson, S. A.、Csikszentmihalyi, Mihaly(1999)。Flow in Sports。Human Kinetics。 | 4. | Csikszentmihalyi, M.(1993)。The evolving self: A psychology for the third millennium。New York:Harper Collins。 | 5. | Csikszentmihalyi, M.(1996)。Creativity: Flow and Psychology of Discovery and Invention。New York:Harper Collins Publishers。 | 6. | Prensky, Marc(2001)。Digital game-based learning。McGraw-Hill。 | 7. | Csikszentmihalyi, Mihaly(1975)。Beyond Boredom and Anxiety: The Experience of Play in Work and Games。Jossey-Bass。 | 8. | Wickens, C. D.、Holland, J. G.(1999)。Engineering psychology and human performance。Upper Saddle River, NJ:Prentice-Hall。 | 其他1. | Pope, A. T.,Bogart, E. H.(1994)。Method of encouraging attention by correlating video game difficulty with attention level(U.S. Patent No. 5377)。,Washington, DC:Trademark Office。 | 2. | Lazzaro, N.(2004)。Why we play games: Four keys to more emotion without story,http://www.xeodesign.com/whyweplaygames/xeodesign_whyweplaygames.pdf。 | 3. | Csikszentmihalyi, Mihaly(1992)。Flow: The Psychology of Optimal Experience. New York, NY:。 | 圖書論文1. | Ivry, R. B.、Hazeltine, R. E.(1992)。Models of timing-with-a-timer。Time, action and cognition: Towards bridging the gap。Netherlands:Kluwer Acad。 | 2. | Michon, J. A.(1985)。The compleat time experiences。Time, mind, and behavior。Berlin:Springer-Verlag。 | 3. | Pagulayan, R. J.、Keeker, K.、Wixon, D.、Romero, R.、Fuller, T.(2003)。User-centered Design in Games。The Human-Computer Interaction Handbook: Fundamentals, Evolving Techniques and Emerging Applications。NJ:Lawrence Erlbaum Associates。 | |
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