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題名:遊戲動機與網路社群資訊分享對精靈寶可夢Go玩家遊戲體驗滿意度探索--皮卡丘效應的驗證
書刊名:亞太經濟管理評論
作者:徐瑞縈許竹筌 引用關係
出版日期:2018
卷期:21:2
頁次:頁75-104
主題關鍵詞:精靈寶可夢Go擴增實境遊戲皮卡丘效應Pokémon GoAugmented reality gamesPikachu effect
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:0
  • 點閱點閱:2
期刊論文
1.Rieber, L. P.(1996)。Seriously considering play: Designing interactive learning environments based on the blending of microworlds, simulations, and games。Educational Technology Research & Development,44(2),43-58。  new window
2.Talja, S.(2002)。Information sharing in academic communities: Types and levels of collaboration in information seeking and use。The New Review of Information Behaviour Research,3(1),143-160。  new window
3.Van der Lans, R.、Van Bruggen, G.、Eliashberg, J.、Wierenga, B.(2010)。A viral branching model for predicting the spread of electronic word of mouth。Marketing Science,29(2),348-365。  new window
4.Schulze, Christian、Schöler, Lisa、Skiera, Bernd(2014)。Not all fun and games: Viral marketing for utilitarian products。Journal of Marketing,78(1),1-19。  new window
5.Althoff, Tim、White, Ryen W.、Horvitz, Eric(2016)。Influence of Pokemon Go on physical activity: Study and implications。Journal of Medical Internet Research,18(12),1-14。  new window
6.Bampo, Mauro、Ewing, Michael T.、Mather, Dineli R.、Stewart, David、Wallace, Mark(2008)。The Effects of the Social Structure of Digital Networks on Viral Marketing Performance。Information Systems Research,19(3),273-290。  new window
7.Lukas, D. K.、Michał, M.、Maciej, B.、Martyna, D.、Przemysław, G.(2017)。The Pikachu Effect: Social and Health Gaming Motivations Lead to Greater Benefits of Pokemon GO Use。Computers in Human Behavior,75,356-363。  new window
8.Petty, Richard E.、Briñol, Pablo(2011)。The Elaboration Likelihood Model。Handbook of Theories of Social Psychology,1,224-245。  new window
9.Sonnenwald, D. H.(2006)。Challenges in Sharing Information Effectively: Examples from Command and Control。Information Research,11(3)。  new window
10.Moneta, G. B.、Csikszentmihalyi, M.(1996)。The effect of perceived challenges and skills on the quality of subjective experience。Journal of Personality,64(2),275-310。  new window
11.Yee, Nick(2006)。Motivations for play in online games。Cyberpsychology & behavior: the impact of the Internet, multimedia and virtual reality on behavior and society,9(6),772-775。  new window
12.Wang, C. K. J.、Khoo, A.、Liu, W. C.、Divaharan, S.(2008)。Passion and intrinsic motivation in digital gaming。CyberPsychology and Behavior,11(1),39-45。  new window
會議論文
1.Yee, N.、Ducheneaut, N.、Nelson, L.(2012)。Online gaming motivations scale: Development and validation。The ACM International Conference on Human Factors in Computing Systems。Austin, TX。2803-2806。  new window
2.曹珮雯、黃裕智、方文熙(2017)。休閒涉入、心流體驗及休閒滿意之關係-以擴增實境手機遊戲精靈寶可夢GO 為例。休閒產業與健康促進學術研討會。  延伸查詢new window
3.Asgari, M.、Kaufman, D.(2004)。Relationships among Computer Games, Fantasy, and Learning。International Conferences on Imagination and Education 2004。  new window
學位論文
1.戈立秀(2007)。部落客之資訊蒐集與分享行為之研究(碩士論文)。國立臺灣大學。  延伸查詢new window
2.黃秀茵(2016)。以科技接受模式與沉浸理論探討手機遊戲使用意圖(碩士論文)。國立屏東大學。  延伸查詢new window
圖書
1.汪志堅(2010)。消費者行為。全華圖書。  延伸查詢new window
2.陳正昌、程炳林、陳新豐、劉子鍵(2003)。多變量分析方法:統計軟體應用。台北:五南。  延伸查詢new window
圖書論文
1.Rioux, K. S.(2005)。Information acquiring-and-sharing theory。Theories o f information behavior。Asist, NJ:Information Today Press。  new window
2.Malone, T.、Lepper, M.(1987)。Making learning fun: A taxonomy of intrinsic motivations of learning。Aptitude, learning, and instruction: Vol. 3. Conative and affective process analyses。Lawrence Eribaum。  new window
3.Femback, J.(1999)。There is a there: Notes toward a definition of cyber-community。Doing internet research: Critical issues and methods for examine the net。Sage Publications。  new window
4.Rubin, K. H.、Fein, G.、Vandenberg, B.(1983)。Play。Handbook of Child Psychology: Socialization, Personality and Social Development。Wiley。  new window
 
 
 
 
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