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題名:體感遊戲中的挑戰性對青年族群使用者壓力與憂鬱的影響力
書刊名:明志學報
作者:廖晏妮黃美涓楊雅惠邱欣盈鄧景宜 引用關係
作者(外文):Liao, Yen-niWong, May-kuenYang, Ya-huiChiu, Hsin-yingTeng, Ching-i
出版日期:2017
卷期:45
頁次:頁7-16
主題關鍵詞:體感遊戲挑戰壓力憂鬱迴歸分析ExergameChallengePressureDepressionRegression analysis
原始連結:連回原系統網址new window
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  • 點閱點閱:7
期刊論文
1.Weibel, D.、Wissmath, B.、Habegger, S.、Steiner, Y.、Groner, R.(2008)。Playing Online Games Against Computer- vs. Human-Controlled Opponents: Effects on Presence, Flow, and Enjoyment。Computers in Human Behavior,24(5),2274-2291。  new window
2.DeLongis, A.、Folkman, S.、Lazarus, R. S.(1988)。The impact of daily stress on health and mood: psychological and social resources as mediators。Journal of personality and social psychology,54(3),486-495。  new window
3.Teng, C.-I.、Chen, M.-Y.、Chen, Y.-J.、Li, Y.-J.(2012)。Loyalty due to others: The relationships among challenge, interdependence, and online gamer loyalty。Journal of Computer-Mediated Communication,17(4),489-500。  new window
4.Blumenthal, J. A.、Babyak, M. A.、Moore, K. A.、Craighead, W. E.、Herman, S.、Khatri, P.、Krishnan, K. R.(1999)。Effects of exercise training on older patients with major depression。Archives of Internal Medicine,159(19),2349-2356。  new window
5.Shacham, S.(1983)。A shortened version of the profile of mood states。Journal of Personality Assessment,47(3),305-306。  new window
6.Seligman, Martin E. P.、Abramson, Lyn Y.、Semmel, Amy、von Baeyer, Carl(1979)。Depressive Attributional Style。Journal of Abnormal Psychology,88(3),242-247。  new window
7.Fawkner, S. G.、Niven, A.、Thin, A. G.、MacDonald, M. J.、Oakes, J. R.(2010)。Adolescent girls' energy expenditure during dance simulation active computer gaming。Journal of Sports Sciences,28(1),61-65。  new window
8.Jin, S-A. Annie、Park, Namkee(2009)。Parasocial interaction with my avatar: Effects of interdependent self-construal and the mediating role of self-presence in an avatar-based console game, Wii。CyberPsychology & Behavior,12(6),723-727。  new window
9.Peng, W.、Lin, J.-H.、Crouse, J.(2011)。Is playing exergames really exercising? A meta-analysis of energy expenditure in active video games。Cyberpsychology, Behavior, & Social Networking,14(11),681-688。  new window
10.Peña, J.、Kim, E.(2014)。Increasing exergame physical activity through self and opponent avatar appearance。Computers in Human Behavior,41,262-267。  new window
11.Song, H.、Kim, J.、Lee, K. M.(2014)。Virtual vs. real body in exergames: Reducing social physique anxiety in exercise experiences。Computers in Human Behavior,36,282-285。  new window
12.Craft, L. L.、Pema, F. M.(2004)。The benefits of exercise for the clinically depressed。Primary Care Companion to the Journal of Clinical Psychiatry,6(3),104-111。  new window
13.Cohen, S.、Kamarck, T.、Mermelstein, R.(1983)。A global measure of perceived stress。Journal of Health and Social Behavior,24(4),385-396。  new window
14.Hou, Huei-Tse(2015)。Integrating cluster and sequential analysis to explore learners' flow and behavioral patterns in a simulation game with situated-learning context for science courses: A video-based process exploration。Computers in Human Behavior,48,424-435。  new window
15.Hamari, Juho、Shernoff, David J.、Rowe, Elizabeth、Coller, Brianno、Asbell-Clarke, Jodi、Edwards, Teon(2016)。Challenging games help students learn: An empirical study on engagement, flow and immersion in game-based learning。Computers in Human Behavior,54,170-179。  new window
16.Li, B. J.、Lwin, M. O.(2016)。Player see, player do: Testing an exergame motivation model based on the influence of the self avatar。Computers in Human Behavior,59(2),350-357。  new window
17.Sween, J.、Wallington, S. F.、Sheppard, V.、Taylor, T.、Llanos, A. A.、Adams-Campbell, L. L.(2014)。The role of exergaming in improving physical activity: A review。Journal of Physical Activity and Health,11(4),864-870。  new window
18.Teng, C.-I.(2013)。How do challenges increase customer loyalty to online games?。Cyberpsychology, Behavior, and Social Networking,16(12),884-891。  new window
19.Chen, C.-F.、Wang, J.-P.(2016)。Customer participation, value co-creation and customer loyalty: A case of airline online check-in system。Computers in Human Behavior,62,346-352。  new window
20.Chen, L.-X.、Sun, C. T.(2016)。Self-regulation influence on game play flow state。Computers in Human Behavior,54,341-350。  new window
21.Jin, S.-A. A.(2010)。I can be happy even when I lose the game: The influence of chronic regulatory focus and primed self-construal on exergamers' mood。Cyberpsychology, Behavior, and Social Networking,13(4),467-471。  new window
22.Kaye, L. K.(2016)。Exploring flow experiences in cooperative digital gaming contexts。Computers in Human Behavior,55,286-291。  new window
23.Larzelere, M. M.、Jones, G. N.(2008)。Stress and health。Primary Care: Clinics in Office Practice,35(4),839-856。  new window
24.Kim, S. Y. S.、Prestopnik, N.、Biocca, F. A.(2014)。Body in the interactive game: How interface embodiment affects physical activity and health behavior change。Computers in Human Behavior,36,376-384。  new window
25.MacLeod, A. K.、Byrne, A.(1996)。Anxiety, depression and the anticipation of future positive and negative experiences。Journal of Abnormal Psychology,105(2),286-289。  new window
26.Martončik, M.(2015)。E-sports: Playing just for fun or playing to satisfy life goals?。Computers in Human Behavior,48,208-211。  new window
27.Nguyen, V. H.、Huang, H.-C.、Wong, M.-K.、Lu, J.、Huang, W.-F.、Teng, C.-I.(2016)。Double-edged sword: The effect of exergaming on other forms of exercise: a randomized controlled trial using the self-categorization theory。Computers in Human Behavior,62,590-593。  new window
28.Pietrelli, A.、Lopez-Costa, J.、Goñi, R.、Brusco, A.、Basso, N.(2012)。Aerobic exercise prevents age-dependent cognitive decline and reduces anxiety-related behaviors in middle-aged and old rats。Neuroscience,202(1),252-266。  new window
29.Song, H.、Kim, J.、Tenzek, K. E.、Lee, K. M.(2013)。The effects of competition and competitiveness upon intrinsic motivation in exergames。Computers in Human Behavior,29(4),1702-1708。  new window
30.Sun, T.-L.、Lee, C.-H.(2013)。An impact study of the design of exergaming parameters on body intensity from objective and gameplay-based player experience perspectives, based on balance training exergame。PLoS One,8(7),e69471。  new window
31.Wallace, J. C.、Arnold, T.、Edwards, B. D.、Frazier, M. L.、Finch, D. M.(2009)。Work stressors, role-based performance, and the moderating influence of organizational support。Journal of Applied Psychology,94(1),254-262。  new window
32.Novak, Thomas P.、Hoffman, Donna L.、Duhachek, Adam(2003)。The Influence of Goal-Directed and Experiential Activities on Online Flow Experiences。Journal of Consumer Psychology,13(1/2),3-16。  new window
33.Csikszentmihalyi, Mihály、LeFevre, Judith(1989)。Optimal experience in work and Leisure。Journal of Personality and Social Psychology,56(5),815-822。  new window
34.Novak, Thomas P.、Hoffman, Donna L.、Yung, Yiu-Fai(2000)。Measuring the Customer Experience in Online Environments: A Structural Modeling Approach。Marketing Science,19(1),22-42。  new window
35.Cohen, Jacob(1992)。A power primer。Psychological Bulletin,112(1),155-159。  new window
36.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
圖書
1.Stevens, James P.(1996)。Applied multivariate statistics for the social sciences。Lawrence Erlbaum Associates。  new window
2.Csikszentmihályi, Mihály(1977)。Beyond Boredom and Anxiety。San Francisco, California:Jossey-Bass。  new window
3.Cannon, Walter B.(1932)。The Wisdom of the Body。New York, NY:W. W. Norton & Company。  new window
4.Barlow, D. H.(2005)。Abnormal psychology: An integrative approach。Belmont, California:Thomson/Wadsworth。  new window
5.Greene, William H.(2000)。Econometric analysis。Upper Saddle River, New Jersey:Prentice-Hall。  new window
6.Brown, G. W.、Harris, T. O.(1978)。Social origins of depression: A study of psychiatric disorder in women。London:Tavistock。  new window
其他
1.Microsoft Corporation(2012)。Startup companies take Kinect into uncharted territory,http://www.microsoft.com/en-us/default.aspx。  new window
2.Microsoft News Center(2011)。2011: A watershed year for Microsoft, from gaming to phone to the cloud and beyond,https://news.microsoft.com/2011/12/27/2Qll-a-watershed-year-for-microsoft-from-gaming-to-phones-to-the-cloud-and-beyond/#sm.000185vs5xll2hczgq876pdflwpsb。  new window
3.NPD Group(2014)。The NPD Group reports 34 million core gamers spend an average of 22 hours per week playing video games,https://www.npd.eom/wps/portal/npd/us/news/press-releases/the-npd-group-reports-34-million-core-gamers-spend-an-average-of-22-hours-per-week-plaving-video-games/。  new window
 
 
 
 
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