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題名:Pokémon Go玩家經驗作為一種開創歷程:詮釋現象學取徑
書刊名:中山管理評論
作者:蔡偉鼎 引用關係王致遠
作者(外文):Tsai, Wei-dingWang, Chih-yuan
出版日期:2018
卷期:26:1
頁次:頁85-111
主題關鍵詞:玩家經驗開創歷程詮釋現象學創業教育Pokémon GoPlayer experienceEntrepreneuring processHermeneutic phenomenologyEntrepreneurship education
原始連結:連回原系統網址new window
相關次數:
  • 被引用次數被引用次數:期刊(1) 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:1
  • 共同引用共同引用:7
  • 點閱點閱:22
期刊論文
1.de Souza e Silva, Adriana(2006)。From Cyber to Hybrid: Mobile Technologies as Interfaces of Hybrid Spaces。Space and Culture,9(3),261-278。  new window
2.Facer, K.、Joiner. R.、Stanton, D.、Reid, J.、Hull, R.、Kirk, D.(2004)。Savannah: Mobile gaming and learning?。Journal of Computer Assisted Learning,20(6),399-409。  new window
3.Johannisson, B.(2011)。Towards a Practice Theory of Entrepreneuring。Small Business Economics,36(2),135-150。  new window
4.Steyaert, Chris(2007)。'Entrepreneuring' As a Conceptual Attractor? A Review of Process Theories in 20 Years of Entrepreneurship Studies。Entrepreneurship & Regional Development,19(6),453-477。  new window
5.蔡敦浩、劉育忠(20111200)。邁向創業研究的多元主義:創業研究的新興視角與方法。創業管理研究,6(4),1-12。new window  延伸查詢new window
6.Rindova, Violina、Barry, Daved、Ketchen, David J. Jr.(2009)。Entrepreneuring as emancipation。Academy of Management Review,34(3),477-491。  new window
7.林鶴玲(20110700)。從玩家到研究者、從研究者到玩家:遊戲經驗與遊戲文化研究。新聞學研究,108,19-25。new window  延伸查詢new window
8.Klimmt, C.、Hartmann, T.、Frey, A.(2007)。Effectance and control as determinants of video game enjoyment。Cyberpsychology & Behavior,10(6),845-848。  new window
9.Dickey, M. D.(2006)。Game Design Narrative for Learning: Appropriating Adventure Game Design Narrative Devices and Techniques for the Design of Interactive Learning Environments。Educational Technology, Research and Development,54(3),245-263。  new window
10.Jones, C.、English, J.(2004)。A contemporary approach to entrepreneurship education。Education + Training,46(8/9),416-423。  new window
11.Engl, S.、Nacke, L. E.(2013)。Contextual influences on mobile player experience: A game user experience model。Entertainment Computing,4(1),83-91。  new window
12.Banks, J.、Humphreys, S.(2008)。The Labour of User Co-Creators。Convergence,14(4),401-418。  new window
13.Benford, S.、Magerkurth, C.、Ljungstrand, P.(2005)。Bridging the Physical and Digital in Pervasive Gaming。Communication of the ACM,48(3),54-57。  new window
14.de Kort, Y. A. W.、Ijsselsteijn, W. A.(2008)。People, Places, and Play: Player Experience in A Socio-Spatial Context。Computers in Entertainment,6(2),1-11。  new window
15.de Souza e Silva, A.(2017)。Pokémon Go as an HRG: Mobility, Sociability, and Surveillance in Hybrid Spaces。Mobile Media & Communication,5(1),20-23。  new window
16.de Souza e Silva, Adriana、Sutko, D. M.(2008)。Playing Life and Living Play: How Hybrid Reality Games Reframe Space, Play, and the Ordinary。Critical Studies in Media Communication,25(5),447-465。  new window
17.Foster, K.、McAllister, M.、O'Brien, L.(2006)。Extending the Boundaries: Autoethnography as an Emergent Method in Mental Health Nursing Research。International Journal of Mental Health Nursing,15(1),44-53。  new window
18.Frith, J.(2017)。The Digital "Lure": Small Businesses and Pokémon Go。Mobile Media & Communication,5(1),51-54。  new window
19.Giddings, S.(2017)。Pokémon GO as Distributed Imagination。Mobile Media & Communication,5(1),59-62。  new window
20.Joseph, B.、Armstrong, D. G.(2016)。Potential Perils of peri-Pokémon Perambulation: the Dark Reality of Augmented Reality?。Oxford Medical Case Reports,2016(10),265-266。  new window
21.Katz, J. A.、Hanke, R.、Maidment, F.、Weaver, K. M.、Alpi, S.(2016)。Proposal for Two Model Undergraduate Curricula in Entrepreneurship。International Entrepreneurship and Management Journal,12(2),487-506。  new window
22.Mäyrä, Frans(2017)。Pokémon GO: Entering the Ludic Society。Mobile Media & Communication,5(1),47-50。  new window
23.McCartney, M.(2016)。Margaret McCartney: Game on for Pokémon Go。British Medical Journal,354(48),i4306。  new window
24.Serino, M.、Cordrey, K.、McLaughlin, L.、Milanaik, R. L.(2016)。Pokémon Go and Augmented Virtual Reality Games: A Cautionary Commentary for Parents and Pediatricians。Current Opinion in Pediatrics,28(5),673-677。  new window
25.Shiratuddin, N.、Zaibon, S. B.(2010)。Mobile Game-Based Learning with Local Content and Appealing Characters。International Journal of Mobile Learning and Organisation,4(1),55-82。  new window
26.Sicart, Miguel(2017)。Reality has Always been Augmented: Play and the Promises of Pokémon GO。Mobile Media & Communication,5(1),30-33。  new window
27.Soh, J. O. B.、Tan, B. C. Y.(2008)。Mobile Gaming。Communications of the ACM,51(3),35-39。  new window
28.Yang, C. C.、Liu, D.(2017)。Motives Matter: Motives for Playing Pokémon Go and Implications for Well-Being。Cyberpsychology, Behavior, and Social Networking,20(1),52-57。  new window
會議論文
1.Barkhuus, L.、Chalmers, M.、Tennent, P.、Hall, M.、Bell, M.、Sherwood, S.、Brown, B.(2005)。Picking Pockets on the Lawn: The Development of Tactics and Strategies in a Mobile Game。UbiComp 2005: Ubiquitous Computing: 7th International Conference,(會議日期: September 11-14, 2005)。Tokyo:Springer Berlin Heidelberg。358-374。  new window
2.Chou, J. C.、Hung, C.、Hung, Y.(2014)。Design Factors of Mobile Game for Increasing Gamer's Flow Experience。2014 IEEE International Conference on Management of Innovation and Technology,(會議日期: 2014/09/23-09/25)。  new window
3.Ekman, I.、Ermi, L.、Lahti, J.、Nummela, J.、Lankoski, P.、Mäyrä, F.(2005)。Designing Sound for A Pervasive Mobile Game。Proceedings of the 2005 ACM SIGCHI International Conference on Advances in Computer Entertainment Technology, 2005。Valencia, Spain:ACM。110-116。  new window
4.Kultima, A.、Stenros, J.(2010)。Designing Games for Everyone: the Expanded Game Experience Model。International Academic Conference on the Future of Game Design and Technology,(會議日期: 2010/5/6-2010/5/7)。Vancouver, British Columbia:ACM。66-73。  new window
5.Nacke, L. E.、Drachen, A.、Kuikkaniemi, K.、Niesenhaus, J.、Korhonen, H. J.、van den Hoogen, W. M.、Poels, K.、Ijsselsteijn, W. A.、de Kort, Y. A. W.(2009)。Playability and Player Experience Research。DiGRA 2009: Breaking New Ground: Innovation in Games, Play, Practice and Theory。DiGRA。  new window
6.Nacke, L. E.、Drachen, A.(2011)。Towards a Framework of Player Experience Research。Second International Workshop on Evaluating Player Experience in Games, The Second International Workshop on Evaluating Player Experience in Games at FDG。Bordeaux。  new window
7.Pyae, A.、Potter, L. E.(2016)。A Player Engagement Model for an Augmented Reality Game: A Case of Pokémon Go。28th Australian Conference on Computer-Human Interaction。Launceston, Tasmania:ACM。11-15。  new window
8.Sánchez, J. L. G.、Zea, N. P.、Gutiérrez, F. L.(2009)。Playability: How to Identify the Player Experience in a Video Game。Human-Computer Interaction -- INTERACT 2009: 12th IFIP TC 13 International Conference,(會議日期: August 24-28, 2009)。Berlin, Heidelberg:Springer Berlin Heidelberg。  new window
9.Zach, F. J.、Tussyadiah, I. P.(2017)。To Catch Them All--The (Un)intended Consequences of Pokémon GO on Mobility, Consumption, and Wellbeing。Cham:Springer International Publishing。  new window
圖書
1.Heidegger, Martin(1993)。Sein und Zeit。Max Niemeyer Verlag。  new window
2.Wittgenstein, Ludwig、Anscombe, G. E. M.(1953)。Philosophical Investigations。Basil Blackwell。  new window
3.Rouse, Richard(2005)。Game Design: Theory and Practice。Jones and Bartlett Publishers, LLC。  new window
4.Gadamer, H. G.(1999)。Gesammelte Werke, Band 1: Wahrheit und Methode: Grundzüge einer philosophischen Hermeneutik。Tübingen:Mohr Siebeck。  new window
圖書論文
1.Johannisson, B.、Halvarsson, D.、Lövstal, E.(2001)。Stimulating and fostering entrepreneurship through university training-learning within an organizing context。Entrepreneurship education: A global view。Aldeshot:Ashgate。  new window
 
 
 
 
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