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題名:Because Jimmy Kimmel Wants to Know: Motivations for Watching Game Streaming as Predictors of Viewing Time and Enjoyment
書刊名:資訊社會研究
作者:林日璇
作者(外文):Lin, Tammy Jih-hsuan
出版日期:2019
卷期:36
頁次:頁39-73
主題關鍵詞:自我決定理論使用與滿足愉悅感遊戲實況觀看動機EnjoymentGame streamingMotivationSelf-determination theoryTwitchUses and gratifications
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:4
期刊論文
1.LaRose, Robert(2010)。The problem of media habits。Communication Theory,20(2),194-222。  new window
2.Haridakis, Paul M.、Hanson, Gary(2009)。Social interaction and co-viewing with YouTube: Blending mass communication reception and social connection。Journal of Broadcasting & Electronic Media,53(2),317-335。  new window
3.Ryan, R. M.、Rigby, C. S.、Przybylski, A.(2006)。The motivational pull of video games: A self-determination theory approach。Motivation and Emotion,30(4),344-360。  new window
4.Verplanken, B.、Orbell, S.(2003)。Reflections on past behavior: a self-report index of habit strength。Journal of Applied Social Psychology,33(6),1313-1330。  new window
5.Costello, Anna B.、Osborne, Jason W.(2005)。Best Practices in Exploratory Factor Analysis: Four Recommendations for Getting the Most From Your Analysis。Practical Assessment, Research and Evaluation,10(7),(7)1-(7)9。  new window
6.Klimmt, C.、Hefner, D.、Vorderer, P.(2009)。The video game experience as "true" identification: A theory of enjoyable alterations of players' self-perception。Communication Theory,19(4),351-373。  new window
7.Lin, J.-H.(2013)。Do video games exert stronger effects on aggression than film? The role of media interactivity and identification on the association of violent content and aggressive outcomes。Computers in Human Behavior,29,535-543。  new window
8.Lin, J.-H. T.(2013)。Identification matters: A moderated mediation model of media interactivity, character identification, and video game violence on aggression。Journal of Communication,63(4),682-702。  new window
9.Peng, W.(2008)。The Mediational Role of Identification in the Relationship between Experience Mode and Self-Efficacy: Enactive Role-Playing versus Passive Observation。CyberPsychology and Behavior,11(6),349-652。  new window
10.Bandura, Albert(2001)。Social cognitive theory: An agentic perspective。Annual Review of Psychology,52(1),1-26。  new window
11.Berg, M.(20161205)。The highest-paid YouTube stars in 2016: PewDiePie remains No.1 with million。Forbes。  new window
12.Tamborini, R.、Grizzard, M.、Bowman, N. David、Reinecke, L.、Lewis, R. J.、Eden, A.(2011)。Media enjoyment as need satisfaction: The contribution of hedonic and nonhedonic needs。Journal of Communication,61,1025-1042。  new window
13.Seo, Yuri、Jung, Sang-Uk(2016)。Beyond solitary play in computer games: The social practices of eSports。Journal of Consumer Culture,16(3),635-655。  new window
14.Pittman, M.、Tefertiller, A. C.(2015)。With or without you: Connected viewing and co-viewing Twitter activity for traditional appointment and asynchronous broadcast television models。First Monday,20(7)。  new window
15.Reinecke, L.、Vorderer, P.、Knop, K.(2014)。Entertainment 2.0? The role of intrinsic and extrinsic need satisfaction for the enjoyment of Facebook use。Journal of Communication,64,417-438。  new window
16.Peng, W.、Lin, J. H.、Pfeiffer, K. A.、Winn, B.(2012)。Need satisfaction supportive game features as motivational determinants: An experimental study of a selfdetermination theory guided exergame。Media Psychology,15(2),175-196。  new window
17.Lynch, T.、Martins, N.(2015)。Nothing to fear? An analysis of college students' fear experiences with video games。Journal of Broadcasting and Electronic Media,59,298-317。  new window
18.Ryan, Richard M.、Deci, Edward L.(2000)。Self-Determination Theory and the Facilitation of Intrinsic Motivation, Social Development, and Well-Being。American Psychologist,55(1),68-78。  new window
19.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
20.Simmel, Georg、Hughes, Everett C.(1949)。The Sociology of Sociability。American Journal of Sociology,55(3),254-261。  new window
21.Katz, Elihu、Gurevitch, Michael、Haas, Hadassah(1973)。On the use of the mass media for important things。American Sociological Review,38(2),164-181。  new window
會議論文
1.Pires, K.、Simon, G.(2015)。YouTube Live and Twitch: A Tour of User-generated Live Streaming Systems。The 6th ACM Multimedia Systems Conference。ACM。225-230。  new window
2.Cheung, G.、Huang, J.(2011)。Starcraft from the stands: Understanding the game spectator。The SIGCHI Conference on Human Factors in Computing Systems。Vancouver, BC。  new window
3.Smith, T.、Obrist, M.、Wright, P.(2013)。Live-streaming changes the (video) game。The 11th European conference on Interactive TV and video。Como。  new window
4.Scully-Blaker, R.、Begy, J.、Consalvo, M.、Ganzon, S. C.(2017)。Playing along and playing for on Twitch: Livestreaming from tandem play to performance。The 50th Hawaii International Conference on System Sciences。Hawaii。  new window
5.Nascimento, G.、Ribeiro, M.、Cerf, L.、Cesário, N.、Kaytoue, M.、Raissi, C.、Meira, W.(2014)。Modeling and analyzing the video game live-streaming community。2014 9th Latin American Web Congress。Ouro Preto。  new window
6.Consalvo, M.、Begy, J.、Ganzon, S.、Scully-Blaker, R.(2016)。Tandem play: Theorizing sociality in single-player gameplay。The 66th international communication association conference。Fukuoka。  new window
7.Hamilton, W. A.、Garretson, O.、Kerne, A.(2014)。Streaming on twitch: Fostering participatory communities of play within live mixed media。The SIGCHI Conference on Human Factors in Computing Systems。Toronto。  new window
8.Lin, J.-H.、Bowman, N.、Lin, S.-F.、Chen, Y.-S.(2017)。Setting the digital stage: Defining game streaming as a new media experience。The 2017 International Communication Association。San Diego, CA。  new window
圖書
1.Huizinga, J.(1949)。Homo ludens: A study of the play element in culture。London:Routledge & Kegan Paul。  new window
2.Hair, J. F. Jr.、Black, W. C.、Babin, B. J.、Anderson, R. E.、Tatham, R. L.(2010)。Multivariate Data Analysis。Prentice-Hall。  new window
3.Comrey, A. L.、Lee, Howard B.(1992)。A First Course in Factor Analysis。Hillsdale, New Jersey:Lawrence Erlbaum Associates。  new window
4.Krueger, Richard A.、Casey, Mary Anne(2014)。Focus groups: A practical guide for applied research。Sage Publications。  new window
5.Caillois, R.、Barash, M.(1961)。Man, play, and games。Urbana, IL:University of Illinois Press。  new window
其他
1.Smith, C.(20170908)。By the numbers: 43 Amazing twitch stats,http://expandedramblings.com/index.php/twitch-stats/。  new window
2.IHS(20140530)。Soaring eSports viewership driven by online video platforms,https://goo.gl/MT1KHi。  new window
圖書論文
1.Sherry, J. L.、Lucas, K.、Greenberg, B. S.、Lachlan, K.(2006)。Video Game uses and gratifications as predictors of use and game preference。Playing Video Games: Motives, Responses, and Consequences。  new window
2.Papacharissi, Z.、Mendelson, A.(2011)。Toward a new(er) sociability: Uses, gratifications and social capital on Facebook。Media perspectives for the 21st century。Abingdon:Routledge。  new window
3.Pegoraro, A.(2013)。Sport fandom in the digital world。The Routledge handbook of sport communication。New York, NY:Routledge。  new window
 
 
 
 
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