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題名:線上遊戲外掛程式公平性對玩家持續意圖的影響
書刊名:電子商務研究
作者:侯正裕 引用關係
作者(外文):Hou, Avus C. Y.
出版日期:2017
卷期:15:1
頁次:頁83-104
主題關鍵詞:知覺公平性外掛程式持續意圖大型多人線上角色扮演遊戲Perceived fairnessPlug-inContinuance intentionMassively multiplayer online role playing
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(0) 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:0
  • 共同引用共同引用:51
  • 點閱點閱:96
期刊論文
1.Chou, T.-J.、Ting, C.-C.(2003)。The Role of Flow Experience in Cyber-game Addiction。CyberPsychology & Behavior,6(6),663-675。  new window
2.Aurier, P.、Siadou-Martin, B. A.(2007)。Perceived justice and consumption experience evaluations: A qualitative and experimental investigation。International Journal of Service Industry Management,18(5),450-471。  new window
3.駱少康、汪志堅、方文昌(20050900)。以訪談法探索線上遊戲消費者購買決策程序與轉換因素。電子商務研究,3(3),289-305。new window  延伸查詢new window
4.陳禹辰、胡惠萍(20050300)。快速變遷環境下核心資源之累積:遊戲產業之多個案研究。電子商務學報,7(1),15-34。new window  延伸查詢new window
5.Flanagan, J. C.(1978)。A Research Approach to Improving Our Quality of Life。American Psychologist,33(2),138-147。  new window
6.陳禹辰、尚榮安、陳東龍、鄭靜婷(20120400)。遊戲動機與線上遊戲持續參與意圖之研究:不同玩家族群之比較。資訊管理學報,19(2),349-387。new window  延伸查詢new window
7.Trepte, S.、Reinecke, L.、Juechems, K.(2012)。The social side of gaming: How playing online computer games creates online and offline social support。Computers in Human Behavior,28(3),832-839。  new window
8.Zhong, Zhi-Jin(2011)。The effects of collective MMORPG (Massively Multiplayer Online Role-Playing Games) play on gamers, online and offline social capital。Computers in Human Behavior,27(6),2352-2363。  new window
9.Williams, R. B.、Clippinger, C. A.(2002)。Aggression, Competition and Computer Games: Computer and Human Opponents。Computers in Human Behavior,18(5),495-506。  new window
10.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
11.Joshi, K.(1991)。A Model of User's Perspective on Change: The Case of Information Systems Technology Implementation。MIS Quarterly,15(2),255-273。  new window
12.Joshi, K.(1990)。An Investigation of Equity as a Determinant of User Information Satisfaction。Decision Sciences,21(4),786-807。  new window
13.Papagiannidis, S.、Bourlakis, M.、Li, F.(2008)。Making real money in virtual worlds: MMORPGs and emerging business opportunities, challenges and ethical implications in metaverses。Technological Forecasting and Social Change,75(5),610-622。  new window
14.Wood, T. A.、Griffiths, M. D.、Chappel, D.、Davies, N. D.(2004)。The structural characteristics of video games: A psycho-structural analysis。Cyber Psychology & Behavior,7(1),1-10。  new window
15.Mennecke, Brian、Terando, William D.、Janvrin, Diane Joyce、Dilla, William N.(2007)。It's just a game, or is it? real money, real income, and real taxes in virtual worlds。Communications of the Association for Information Systems,20(15),134-141。  new window
16.Lu, X.、Yeo, K. J.(2015)。Pathological Internet use among Malaysia University Students: Risk factors and the role of cognitive distortion。Computers in Human Behavior,45,235-242。  new window
17.Hussain, Z.、Williams, G. A.、Griffiths, M. D.(2015)。An Exploratory Study of the Association between Online Gaming Addiction and Enjoyment Motivations for Playing Massively Multiplayer Online Role-Playing Games。Computers in Human Behavior,50,221-230。  new window
18.Hsu, C. L.(2010)。Exploring the player flow experience in e-game playing。International Journal of Technology and Human Interaction,6(2),47-64。  new window
19.Hou, A. C.、Chern, C. C.、Chen, H. G.、Chen, Y. C.(2011)。Migrating to a new virtual world: Exploring MMORPG switching through human migration theory。Computers in Human Behavior,27(5),1892-1903。  new window
20.Gao, Y.(2004)。Appeal of online computer games: A user perspective。The Electronic Library,22(1),74-78。  new window
21.Dindar, M.、Akbulut, Y.(2014)。Motivational characteristics of Turkish MMORPG players。Computers in Human Behavior,33,119-125。  new window
22.Keaveney, Susan M.(1995)。Customer Switching Behavior in Service Industries: An Exploratory Study。Journal of Marketing,59(2),71-82。  new window
23.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
24.陳禹辰、侯正裕、尚榮安、陳靜枝、張翊宏(20091200)。玩家為何轉換線上遊戲--人口遷徙理論觀點。電子商務學報,11(4),723-751。new window  延伸查詢new window
25.Huppertz, John W.、Arenson, Sidney J.、Evans, Richard H.(1978)。An Application of Equity Theory to Buyer-Seller Exchange Situations。Journal of Marketing Research,15(2),250-260。  new window
26.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
27.Hoffman, Donna L.、Novak, Thomas P.(1996)。Marketing in Hypermedia Computer-Mediated Environments: Conceptual Foundations。Journal of Marketing,60(3),50-68。  new window
28.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
29.Tax, Stephen S.、Brown, Stephen W.(1998)。Recovering and Learning from Service Failure。Sloan Management Review,40(1),75-88。  new window
30.Davis, Fred D.(1989)。Perceived Usefulness, Perceived Ease of Use, & User Acceptance of Information Technology。MIS Quarterly,13(3),319-340。  new window
31.Fornell, Claes、Larcker, David F.(1981)。Evaluating Structural Equation Models with Unobservable Variables and Measurement Error。Journal of Marketing Research,18(1),39-50。  new window
學位論文
1.蔡永鴻(2005)。台灣線上遊戲產業與外掛程式之經濟分析(碩士論文)。國立成功大學。  延伸查詢new window
2.陳首宏(2006)。電腦網路遊戲外掛偵測模式及處理流程機制之研究(碩士論文)。國立臺灣科技大學。  延伸查詢new window
圖書
1.Rolling, A.、Adams, E.(2003)。Andrew Rolling & Ernest Adams On Game Design。Berkeley:New Riders。  new window
2.傅鏡暉(20030000)。線上遊戲產業happy書:帶領你深入暸解on-line game產業。臺北:遠流。new window  延伸查詢new window
3.Hair, Joseph F. Jr.、Hult, G. Tomas M.、Ringle, Christian M.、Sarstedt, Marko(2014)。A primer on partial least squares structural equation modeling (PLS-SEM)。Sage Publications。  new window
4.Nunnally, Jum C.、Bernstein, Ira H.(1994)。Psychometric Theory。McGraw-Hill。  new window
其他
1.資策會(2014)。行動遊戲娛樂持續增溫,http://mic.iii.org.tw/aisp/pressroom/press01_pop .asp?sno=356&type1=2。  new window
2.Ringle, C. M.,Wende, S.,Will, A.(2014)。Smart PLS 3.0,http://www.pls-sem.com, 2016/05/10。  new window
3.Jessica(2015)。虛擬線上遊戲世界中引起真實糾紛從案例分析玩家、遊戲廠商行為是否侵害他人?,http://gnn.gamer.com.tw/0/114190.html, 2016/12/14。  延伸查詢new window
4.丁鴻裕(2014)。2014 台灣網友遊戲娛樂調查分析,https://mic.iii.org.tw/aisp/reports/reportdetail.asp?docid=CDOC20140225002&pag=people, 2016/10/30。  new window
5.Heeks, R.(2010)。Gaming for profits: Real money from virtual worlds,http://www.scientificamerican.com/article.cfm?id=real-money-from-virtual-worlds, 2011/12/01。  new window
6.IDC(2015)。Asia Pacific Online Gaming Revenue will Reach Billion in 2018,http://www.idc.com/getdoc.jsp?containerId=prSG25372615。  new window
7.盧希鵬(2009)。遊戲產業觀察-公平理論,http://orgec9178.pixnet.net/blog/post/24937169, 2011/12/01。  延伸查詢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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