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題名:遊戲「直播」間?遊戲化對直播持續使用意圖之影響
書刊名:資訊管理學報
作者:李家瑩 引用關係方郁惠 引用關係溫冠倫
作者(外文):Li, Chia-yingFang, Yu-huiWun, Guan-lun
出版日期:2019
卷期:26:3
頁次:頁241-273
主題關鍵詞:遊戲化直播MDE架構自我決定論GamificationLive-streamingMechanics dynamics emotions frameworkMDE frameworkSelf-determination theory
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(2) 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:2
  • 共同引用共同引用:0
  • 點閱點閱:19
期刊論文
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22.Hamari, J.、Koivisto, J.(2015)。Why do people use gamification services?。International Journal of Information Management,35(4),419-431。  new window
23.Guo, Zixiu、Xiao, Lin、Van Toorn, Christine、Lai, Yihong、Seo, Chanyoung(2016)。Promoting online learners' continuance intention: an integrated flow framework。Information & Management,53(2),279-295。  new window
24.Vansteenkiste, M.、Ryan, R. M.(2013)。On psychological growth and vulnerability: Basic psychological need satisfaction and need frustration as a unifying principle。Journal of Psychotherapy Integration,23(3),263-280。  new window
25.Wan, Jinlin、Lu, Yaobin、Wang, Bin、Zhao, Ling(2017)。How attachment influences users' willingness to donate to content creators in social media: A socio-technical systems perspective。Information & Management,54(7),837-850。  new window
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28.Etemad-Sajadi, R.(2016)。The impact of online real-time interactivity on patronage intention: The use of avatars。Computers in Human Behavior,61,227-232。  new window
29.Aldemir, T.、Celik, B.、Kaplan, G.(2018)。A qualitative investigation of student perceptions of game elements in a gamified course。Computers in Human Behavior,78,235-254。  new window
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31.Brown, William J.(2015)。Examining Four Processes of Audience Involvement with Media Personae: Transportation, Parasocial Interaction, Identification, and Worship。Communication Theory,25(3),259-283。  new window
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33.Dias, J.(2017)。Teaching operations research to undergraduate management students: The role of gamification。The International Journal of Management Education,15,98-111。  new window
34.Frederick, E. L.、Lim, C. H.、Clavio, G.、Walsh, P.(2012)。Why we follow: An examination of parasocial interaction and fan motivations for following athlete archetypes on Twitter。International Journal of Sport Communication,5(4),481-502。  new window
35.Yang, Y.、Golab, L.、Ozsu, M. T.(2017)。ViewDF: Declarative incremental view maintenance for streaming data。Information Systems,71,55-67。  new window
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37.Vandercruysse, S.、Vandewaetere, M.、Cornillie, F.、Clarebout, G.(2013)。Competition and students' perceptions in a game-based language learning environment。Educational Technology Research and Development,61(6),927-950。  new window
38.Tajvidi, M.、Wang, Y.、Hajli, N.、Love, P. E.(2011)。Brand value Co-creation in social commerce: The role of interactivity, social support, and relationship quality。Computers in Human Behavior,115,(105238)1-(105238)8。  new window
39.Sweetser, P.、Wyeth, P.(2005)。Game flow: A model for evaluating player enjoyment in games。ACM Computers in Entertainment,3(3),1-24。  new window
40.Shi, V. G.、Baines, T.、Baldwin, J.、Ridgway, K.、Petridis, P.、Bigdeli, A. Z.、Uren, V.、Andrews, D.(2017)。Using gamification to transform the adoption of servitization。Industrial Marketing Management,63,82-91。  new window
41.da Rocha Seixas, Luma、Gomes, Alex Sandro、de Melo Filho, Ivanildo José(2016)。Effectiveness of gamification in the engagement of students。Computers in Human Behavior,58,48-63。  new window
42.Schultze, U.(2010)。Embodiment and presence in virtual worlds: A review。Journal of Information Technology,25(4),434-449。  new window
43.Schuitema, J.、Peetsma, T.、van der Veen, I.(2016)。Longitudinal relations between perceived autonomy and social support from teachers and students' self-regulated learning and achievement。Learning and Individual Differences,49,32-45。  new window
44.Scheibe, K.、Fietkiewicz, K. J.、Stock, W. G.(2016)。Information behavior on social live streaming services。Journal of Information Science Theory and Practice,4(2),6-20。  new window
45.Ruhi, U.(2015)。Level Up Your Strategy: Towards a descriptive framework for meaningful enterprise gamification。Technology Innovation Management Review,5(8),5-16。  new window
46.Recktenwald, D.(2017)。Toward a transcription and analysis of live streaming on Twitch。Journal of Pragmatics,115,68-81。  new window
47.Payne, Katherine、Keith, Mark J.、Schuetzler, Ryan M.、Scott, Justin(2017)。Examining the learning effects of live streaming video game instruction over Twitch。Computers in Human Behavior,77(1),95-109。  new window
48.Oh, S. K.、Choi, H. J.(2017)。Broadcasting upon a shooting star: Investigating the success of Afreeca TV's livestream personal broadcast model。International Journal of Web Based Communities,13(2),193-212。  new window
49.Poncin, I.、Garnier, M.、Mimoun, M. S. B.、Leclercq, T.(2017)。Smart technologies and shopping experience: Are gamification interfaces effective? The case of the Smartstore。Technological Forecasting & Social Change,124,320-331。  new window
50.Nistor, N.、Daxecker, I.、Stanciu, D.、Diekamp, O.(2015)。Sense of community in academic communities of practice: Predictors and effects。Higher Education,69(2),257-273。  new window
51.Mäntymäki, M.、Islam, A. N.(2014)。Social virtual world continuance among teens: uncovering the moderating role of perceived aggregate network exposure。Behaviour & Information Technology,33(5),536-547。  new window
52.Mamonov, S.、Koufaris, M.、Benbunan-Fich, R.(2016)。The role of the sense of community in the sustainability of social network sites。International Journal of Electronic Commerce,20(4),470-498。  new window
53.Lin, H.、Fan, W.、Wallace, L.(2013)。The Effects of Social and Technical Factors on User Satisfaction, Sense of Belonging and Knowledge Community Usage。International Journal of e-Collaboration,9(3),13-30。  new window
54.Landers, R. N.、Bauer, K. N.、Callan, R. C.(2017)。Gamification of task performance with leaderboards: A goal setting experiment。Computers in Human Behavior,71,508-515。  new window
55.Kohler, T.、Fueller, J.、Stieger, D.、Matzler, K.(2011)。Avatarbased innovation: Consequences of the virtual co-creation experience。Computers in Human Behavior,27(1),160-168。  new window
56.King, D.、Delfabbro, P.、Griffiths, M.(2010)。Video game structural characteristics: A new psychological taxonomy。International Journal of Mental Health and Addiction,8(8),90-106。  new window
57.Jung, Y.(2011)。Understanding the role of sense of presence and perceived autonomy in users' continued use of social virtual worlds。Journal of Computer-Mediated Communication,16(4),492-510。  new window
58.Kaur, N.、Sood, S. K.(2017)。Efficient resource management system based on 4Vs of big data streams。Big Data Research,9,98-106。  new window
59.Hu, C. C.、Lai, C. F.、Hou, J. G.、Huang, Y. M.(2017)。Timely scheduling algorithm for P2P streaming over MANETs。Computer Networks,127,56-67。  new window
60.Hsu, S. H.、Chang, J. W.、Lee, C. C.(2013)。Designing attractive gamification features for collaborative storytelling websites。Cyberpsychology, Behavior, and Social Networking,16(6),428-435。  new window
61.Ismail, N. Z.、Razak, M. R.、Zakariah, Z.、Alias, N.、Aziz, M. N. A.(2012)。E-learning continuance intention among higher learning institution students in Malaysia。Procedia - Social and Behavioral Sciences,67,409-415。  new window
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會議論文
1.Huotari, K.、Hamari, J.(2012)。Defining gamification: A service marketing perspective。The 16th International Academic MindTrek Conference,(會議日期: October 3-5, 2012)。Association for Computing Machinery。17-22。  new window
2.Hunicke, R.、LeBlanc, M.、Zubek, R.(2004)。MDA: A formal approach to game design and game research。The AAAI-04 Workshop on Challenges in Game AI,(會議日期: July 25-26),1-5。  new window
3.Anderson, A.、Huttenlocher, D.、Kleinberg, J.、Leskovec, J.(2013)。Steering user behavior with badges。The 22nd international conference on World Wide Web,95-106。  new window
4.Antin, J.、Churchill, E. F.(2011)。Badges in social media: A social psychological perspective。The CHI 2011 Gamification Workshop,(會議日期: May 7-12, 2011)。Vancouver, BC:ACM。1-4。  new window
5.Barata, G.、Gama, S.、Fonseca, M. J.、Gonçalves, D.(2013)。Improving student creativity with gamification and virtual worlds。The First International Conference on Gameful Design, Research, and Applications,95-98。  new window
6.Bründl, S.、Hess, T.(2016)。Why do users broadcast? Examining individual motives and social capital on social live streaming platforms。20th Pacific Asia Conference on Information Systems。  new window
7.Cha, M.、Kwak, H.、Rodriguez, P.、Ahn, Y. Y.、Moon, S.(2007)。I tube, you tube, everybody tubes: Analyzing the world's largest user generated content video system。The 7th ACM SIGCOMM conference on internet measurement,1-14。  new window
8.Cheung, G.、Huang, J.(2011)。Starcraft from the stands: Understanding the game spectator。CHI 2011,763-772。  new window
9.De Paoli, S.、De Uffici, N.、D'Andrea, V.(2012)。Designing badges for a civic media platform: Reputation and named levels。The 26th annual BCS interaction specialist group conference on people and computers。British Computer Society。59-68。  new window
10.Tang, J. C.、Venolia, G.、Inkpen, K. M.(2016)。Meerkat and periscope: I stream, you stream, apps stream for live streams。The 2016 CHI Conference on Human Factors in Computing Systems。ACM。4770-4780。  new window
11.Rönkkö, M.、Ylitalo, J.(2011)。PLS marker variable approach to diagnosing and controlling for method variance。The International Conference on Information Systems,(會議日期: December 4-7)。ICIS。1-14。  new window
12.Muntean, Cristina Ioana(2011)。Raising engagement in e-learning through gamification。The 6th International Conference on Virtual Learning ICVL。  new window
13.Neeli, B. K.(2012)。A method to engage employees using gamification in BPO industry。2012 Third International Conference on Services in Emerging Markets。IEEE。142-146。  new window
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15.Lounis, S.、Neratzouli, X.、Pramatari, K.(2013)。Can gamification increase consumer engagement? A qualitative approach on a Green case。Conference on e-Business, e-Services and e-Society,200-212。  new window
16.Leong, B.、Luo, Y.(2011)。Application of game mechanics to improve student engagement。Conference on teaching and learning in higher education。  new window
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18.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,(會議日期: April 26-May 1),1315-1324。  new window
19.Goddard, W.、Garner, J.、Jensen, M. M.(2016)。Designing for social play in co-located mobile games。The Australasian Computer Science Week Multiconference。  new window
20.Deterding, Sebastian、Dixon, Dan、Khaled, Rilla、Nacke, Lennart(2011)。From game design elements to gamefulness: Defining "gamification"。The 15th International Academic MindTrek Conference: Envisioning Future Media Environments,(會議日期: 2011/09/28-09/30)。Association for Computing Machinery。9-15。  new window
圖書
1.Werbach, Kevin、Hunter, Dan(2012)。For the win: How game thinking can revolutionize your business。Wharton Digital Press。  new window
2.Gagné, M.(2014)。The Oxford handbook of work engagement, motivation, and self-determination theory。New York:Oxford University Press。  new window
3.Kapp, K. M.(2012)。The gamification of learning and instruction: Game-based methods and strategies for training and education。John Wiley & Sons。  new window
4.Crumlish, C.、Malone, E.(2009)。Designing Social Interfaces: Principles, Patterns, and Practices for Improving the User Experience。O'Reilly Media。  new window
5.Fullerton, T.(2018)。Game Design Workshop: A Playcentric Approach to Creating Innovative Games。CRC Press。  new window
6.Rigby, S.、Ryan, R. M.(2011)。Glued to games: How video games draw us in and hold us spellbound。Santa Barbara, CA:Praeger。  new window
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8.Deci, Edward L.、Ryan, Richard M.(1985)。Intrinsic motivation and self-determination in human behavior。Plenum Press。  new window
9.Deci, Edward L.、Ryan, Richard M.(2002)。Handbook of self-determination research。University of Rochester Press。  new window
10.Zichermann, Gabe、Cunningham, Christopher(2011)。Gamification by design: Implementing game mechanics in web and mobile apps。O'Reilly。  new window
11.Bandura, Albert、National Institute of Mental Health(1986)。Social foundations of thought and action: A social cognitive theory。Prentice-Hall。  new window
12.Csikszentmihalyi, Mihaly(1975)。Beyond boredom and anxiety: the experience of play in work and games。John Wiley & Sons, Inc.。  new window
13.Aiken, Leona S.、West, Stephen G.、Reno, Raymond R.(1991)。Multiple regression: Testing and interpreting interactions。Sage。  new window
14.Hair, Joseph F. Jr.、Black, William C.、Babin, Barry J.、Anderson, Rolph E.(2010)。Multivariate data analysis: A global perspective。Pearson:Prentice-Hall。  new window
圖書論文
1.Camilleri, V.、Busuttil, L.、Montebello, M.(2011)。Social interactive learning in multiplayer games。Serious Games and Edutainment Applications。London:Springer-Verlag。  new window
2.Wellman, B.、Gulia, M.(1999)。Net-surfers don't ride alone: Virtual communities as communities。Networks in the Global Village。Boulder, CO:Westview Press。  new window
 
 
 
 
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