| 期刊論文1. | Animesh, A.、Pinsonneault, A.、Yang, S. B.、Oh, W.(2011)。An Odyssey into Virtual Worlds: Exploring the Impacts of Technological and Spatial Environments on Intention to Purchase Virtual Products。MIS Quarterly,35(3),789-810。 ![](/gs32/thssjcncl/image/nclsfx.gif) ![new window](/gs32/images/newin.png) | 2. | Iwasaki, Yoshi、Mannell, Roger C.(1999)。Situational and Personality Influences on Intrinsically Motivated Leisure Behavior: Interaction Effects and Cognitive Processes。Leisure Sciences,21(4),287-306。 ![](/gs32/thssjcncl/image/nclsfx.gif) ![new window](/gs32/images/newin.png) | 3. | Kim, Kyung Hoon、Park, Jin Yong、Kim, Dong Yul、Moon, Hak Il、Chun, Ho Chan(2002)。E-lifestyle and Motives to Use Online Games。Irish Marketing Review,15(2),71-77。 ![](/gs32/thssjcncl/image/nclsfx.gif) ![new window](/gs32/images/newin.png) | 4. | Wasserman, G. S.(1993)。On How to Prioritize Design Requirements During The QFD Planning Process。IIE Transactions,25(3),59-65。 ![](/gs32/thssjcncl/image/nclsfx.gif) ![new window](/gs32/images/newin.png) | 5. | Yeo, A. Y. C.、Candidate, D.(2003)。Examining a Singapore Bank's Competitive Superiority Using Importance-Performance Analysis。Journal of American Academy of Business,3(1/2),155-161。 ![](/gs32/thssjcncl/image/nclsfx.gif) ![new window](/gs32/images/newin.png) | 6. | Choi, D.、Kim, H.、Kim, J.(1999)。Toward the construction of fun computer games: Differences in the views of developers and players。Personal Technologies,3(3),92-104。 ![](/gs32/thssjcncl/image/nclsfx.gif) ![new window](/gs32/images/newin.png) | 7. | Park, B. W.、Lee, K. C.(2011)。An empirical analysis of online gamers' perceptions of game items: modified theory of consumption values approach。Cyberpsychology, Behavior, and Social Networking,14(7/8),453-459。 ![](/gs32/thssjcncl/image/nclsfx.gif) ![new window](/gs32/images/newin.png) | 8. | Venkatesh, Viswanath、Thong, James Y. L.、Xu, Xin(2012)。Consumer acceptance and use of information technology: extending the unified theory of acceptance and use of technology。Management Information Systems Quarterly,36(1),157-178。 ![](/gs32/thssjcncl/image/nclsfx.gif) ![new window](/gs32/images/newin.png) | 9. | Taylor, M. J. D.、McCormick, D.、Impson, R.、Shawis, T.、Griffin, M.(2011)。Activity promoting gaming systems in exercise and rehabilitation。Journal of Rehabilitation Research and Development,48(10),1171-1186。 ![](/gs32/thssjcncl/image/nclsfx.gif) ![new window](/gs32/images/newin.png) | 10. | Kwak, D. H.、Clavio, G. E.、Eagleman, A. N.、Kim, K. T.(2010)。Exploring the antecedents and consequences of personalizing sport video game experiences。Sport Marketing Quarterly,19(4),217-225。 ![](/gs32/thssjcncl/image/nclsfx.gif) ![new window](/gs32/images/newin.png) | 11. | Kaye, L. K.(2016)。Exploring flow experiences in cooperative digital gaming contexts。Computers in Human Behavior,55,286-291。 ![](/gs32/thssjcncl/image/nclsfx.gif) ![new window](/gs32/images/newin.png) | 12. | Dwyer, L.、Armenski, T.、Cvelbar, L. K.、Dragićević, V.、Mihalic, T.(2016)。Modified importance-performance analysis for evaluating tourism businesses strategies: Comparison of Slovenia and Serbia。International Journal of Tourism Research,18(4),327-340。 ![](/gs32/thssjcncl/image/nclsfx.gif) ![new window](/gs32/images/newin.png) | 13. | Hoffman, Donna L.、Novak, Thomas P.(1997)。A New Marketing Paradigm for Electronic Commerce。The Information Society,13(1),43-54。 ![](/gs32/thssjcncl/image/nclsfx.gif) ![new window](/gs32/images/newin.png) | 14. | Feng, M.、Mangan, J.、Wong, C.、Xu, M.、Lalwani, C.(2014)。Investigating the different approaches to importance-performance analysis。The Service Industries Journal,34(12),1021-1041。 ![](/gs32/thssjcncl/image/nclsfx.gif) ![new window](/gs32/images/newin.png) | 15. | Ko, W.-C.(2015)。Construction of house of quality for new product planning: a 2-tuple fuzzy linguistic approach。Computers in Industry,73,117-127。 ![](/gs32/thssjcncl/image/nclsfx.gif) ![new window](/gs32/images/newin.png) | 16. | Al Jahwari, D. S.、Sirakaya-Turk, E.、Altintas, V.(2016)。Evaluating communication competency of tour guides using a modified importance-performance analysis (MIPA)。International Journal of Contemporary Hospitality Management,28(1),195-218。 ![](/gs32/thssjcncl/image/nclsfx.gif) ![new window](/gs32/images/newin.png) | 17. | Aleem, S.、Capretz, L. F.、Ahmed, F.(2016)。Empirical investigation of key business factors for digital game performance。Entertainment Computing,13,25-36。 ![](/gs32/thssjcncl/image/nclsfx.gif) ![new window](/gs32/images/newin.png) | 18. | Byun, J.、Loh, C. S.(2015)。Audial engagement: Effects of game sound on learner engagement in digital game-based learning environments。Computers in Human Behavior,46,129-138。 ![](/gs32/thssjcncl/image/nclsfx.gif) ![new window](/gs32/images/newin.png) | 19. | Chen, L. H.、Chen, C. N.(2014)。Normalisation models for prioritising design requirements for quality function deployment processes。International Journal of Production Research,52(2),299-313。 ![](/gs32/thssjcncl/image/nclsfx.gif) ![new window](/gs32/images/newin.png) | 20. | Chen, S. H.、Yang, C. C.(2004)。Applications of Web-QFD and E-Delphi method in the higher education system。Human Systems Management,23(4),245-256。 ![](/gs32/thssjcncl/image/nclsfx.gif) ![new window](/gs32/images/newin.png) | 21. | Geum, Y.、Kwak, R.、Park, Y.(2012)。Modularizing services: A modified HoQ approach。Computers & Industrial Engineering,62(2),579-590。 ![](/gs32/thssjcncl/image/nclsfx.gif) ![new window](/gs32/images/newin.png) | 22. | Hudson, M.、Cairns, P.(2016)。The effects of winning and losing on social presence in team-based digital games。Computers in Human Behavior,60,1-12。 ![](/gs32/thssjcncl/image/nclsfx.gif) ![new window](/gs32/images/newin.png) | 23. | Ivory, J. D.、Magee, R. G.(2009)。You can't take it with you? Effects of handheld portable media consoles on physiological and psychological responses to video game and movie content。CyberPsychology & Behavior,12(3),291-297。 ![](/gs32/thssjcncl/image/nclsfx.gif) ![new window](/gs32/images/newin.png) | 24. | Kneer, J.、Elson, M.、Knapp, F.(2016)。Fight fire with rainbows: The effects of displayed violence, difficulty, and performance in digital games on affect, aggression, and physiological arousal。Computers in Human Behavior,54,142-148。 ![](/gs32/thssjcncl/image/nclsfx.gif) ![new window](/gs32/images/newin.png) | 25. | Ko, W. C.、Chen, L. H.(2014)。An approach of new product planning using quality function deployment and fuzzy linear programming model。International Journal of Production Research,52(6),1728-1743。 ![](/gs32/thssjcncl/image/nclsfx.gif) ![new window](/gs32/images/newin.png) | 26. | Limperos, A. M.、Schmierbach, M. G.、Kegerise, A. D.、Dardis, F. E.(2011)。Gaming across different consoles: Exploring the influence of control scheme on game-player enjoyment。Cyberpsychology, Behavior,and Social Networking,,14(6),345-350。 ![](/gs32/thssjcncl/image/nclsfx.gif) ![new window](/gs32/images/newin.png) | 27. | McGloin, R.、Farrar, K. M.、Krcmar, M.(2011)。The impact of controller naturalness on spatial presence, gamer enjoyment, and perceived realism in a tennis simulation video game。Presence: Teleoperators and Virtual Environments,20(4),309-324。 ![](/gs32/thssjcncl/image/nclsfx.gif) ![new window](/gs32/images/newin.png) | 28. | Rekimoto, J.(2008)。Organic interaction technologies: From stone to skin。Communications of the ACM,51(6),38-44。 ![](/gs32/thssjcncl/image/nclsfx.gif) ![new window](/gs32/images/newin.png) | 29. | Royse, P.、Lee, J.、Undrahbuyan, B.、Hopson, M.、Consalvo, M.(2007)。Women and games: Technologies of the gendered self。New Media & Society,9(4),555-576。 ![](/gs32/thssjcncl/image/nclsfx.gif) ![new window](/gs32/images/newin.png) | 30. | Saunders, C.、Rutkowski, A. F.、van Genuchten, M.、Vogel, D.、Orrego, J. M.(2011)。Virtual space and place: Theory and test。MIS Quarterly,35(4),1079-1098。 ![](/gs32/thssjcncl/image/nclsfx.gif) ![new window](/gs32/images/newin.png) | 31. | Sener, Z.、Karsak, E. E.(2010)。A decision model for setting target levels in quality function deployment using nonlinear programming-based fuzzy regression and optimization。International Journal of Advanced Manufacturing Technology,48(9-12),1173-1184。 ![](/gs32/thssjcncl/image/nclsfx.gif) ![new window](/gs32/images/newin.png) | 32. | Straker, L.、Pollock, C.、Piek, J.、Abbott, R.、Skoss, R.、Coleman, J.(2009)。Active-input provides more movement and muscle activity during electronic game playing by children。International Journal of Human-Computer Interaction,25(8),713-728。 ![](/gs32/thssjcncl/image/nclsfx.gif) ![new window](/gs32/images/newin.png) | 33. | Trang, S. T. N.、Zander, S.、de Visser, B.、Kolbe, L. M.(2016)。Towards an importance-performance analysis of factors affecting e-business diffusion in the wood industry。Journal of Cleaner Production,110,121-131。 ![](/gs32/thssjcncl/image/nclsfx.gif) ![new window](/gs32/images/newin.png) | 34. | Trappey, C. V.、Trappey, A. J. C.、Hwang, S. J.(1996)。A computerized quality function deployment approach for retail services。Computers & Industrial Engineering,30(4),611-622。 ![](/gs32/thssjcncl/image/nclsfx.gif) ![new window](/gs32/images/newin.png) | 35. | Williams, D.、Martins, N.、Consalvo, M.、Ivory, J. D.(2009)。The virtual census: Representations of gender, race and age in video games。New Media & Society,11(5),815-834。 ![](/gs32/thssjcncl/image/nclsfx.gif) ![new window](/gs32/images/newin.png) | 36. | Younesi, M.、Roghanian, E.(2015)。A framework for sustainable product design: A hybrid fuzzy approach based on quality function deployment for environment。Journal of Cleaner Production,108,385-394。 ![](/gs32/thssjcncl/image/nclsfx.gif) ![new window](/gs32/images/newin.png) | 37. | Zhang, F.、Yang, M.、Liu, W.(2014)。Using integrated quality function deployment and theory of innovation problem solving approach for ergonomic product design。Computers & Industrial Engineering,76,60-74。 ![](/gs32/thssjcncl/image/nclsfx.gif) ![new window](/gs32/images/newin.png) | 38. | Zyda, M.(2009)。Computer science in the conceptual age。Communications of the ACM,52(12),66-72。 ![](/gs32/thssjcncl/image/nclsfx.gif) ![new window](/gs32/images/newin.png) | 39. | Arakji, R. Y.、Lang, K. R.(2007)。Digital consumer networks and producer-consumer collaboration: Innovation and product development in the video game industry。Journal of Management Information Systems,24(2),195-219。 ![](/gs32/thssjcncl/image/nclsfx.gif) ![new window](/gs32/images/newin.png) | 40. | Choi, Dongseong、Kim, Jinwoo(2004)。Why People Continue to Play Online Games: In Search of Critical Design Factors to Increase Customer Loyalty to Online Contents。CyberPsychology & Behavior,7(1),11-24。 ![](/gs32/thssjcncl/image/nclsfx.gif) ![new window](/gs32/images/newin.png) | 41. | Chou, C.、Tsai, M. J.(2007)。Gender differences in Taiwan high school students' computer game playing。Computers in Human Behavior,23(1),812-824。 ![](/gs32/thssjcncl/image/nclsfx.gif) ![new window](/gs32/images/newin.png) | 42. | Gardner, Meryl Paula(1985)。Mood States and Consumer Behavior: A Critical Review。Journal of Consumer Research,12(3),281-300。 ![](/gs32/thssjcncl/image/nclsfx.gif) ![new window](/gs32/images/newin.png) | 43. | Kim, S. S.、Son, J.-Y.(2009)。Out of Dedication or Constraint? A Dual Model of Post-Adoption Phenomena and Its Empirical Test in the Context of Online Services。MIS Quarterly,33(1),49-70。 ![](/gs32/thssjcncl/image/nclsfx.gif) ![new window](/gs32/images/newin.png) | 44. | 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。 ![](/gs32/thssjcncl/image/nclsfx.gif) ![new window](/gs32/images/newin.png) | 45. | Wägar, Karolina(2008)。Exploring tools for learning about customers in a service setting。International Journal of Service Industry Management,19(5),596-620。 ![](/gs32/thssjcncl/image/nclsfx.gif) ![new window](/gs32/images/newin.png) | 46. | Wang, H. Y.、Wang, Y. S.(2008)。Gender differences in the perception and acceptance of online games。British Journal of Educational Technology,39(5),787-806。 ![](/gs32/thssjcncl/image/nclsfx.gif) ![new window](/gs32/images/newin.png) | 47. | Fornell, Claes、Larcker, David F.(1981)。Evaluating Structural Equation Models with Unobservable Variables and Measurement Error。Journal of Marketing Research,18(1),39-50。 ![](/gs32/thssjcncl/image/nclsfx.gif) ![new window](/gs32/images/newin.png) | 48. | Hauser, John R.、Clausing, Don(1988)。The house of quality。Harvard Business Review,66(3),63-73。 ![](/gs32/thssjcncl/image/nclsfx.gif) ![new window](/gs32/images/newin.png) | 49. | Martilla, John A.、James, John C.(1977)。Importance-performance analysis。Journal of Marketing,41(1),77-79。 ![](/gs32/thssjcncl/image/nclsfx.gif) ![new window](/gs32/images/newin.png) | 50. | Parasuraman, Ananthanarayanan Parsu、Zeithaml, Valarie A.、Berry, Leonard L.(1988)。SERVQUAL: A Multiple-Item Scale for Measuring Consumer Perceptions of Service quality。Journal of Retailing,64(1),12-40。 ![](/gs32/thssjcncl/image/nclsfx.gif) ![new window](/gs32/images/newin.png) | 會議論文1. | Clanton, C.(1998)。An interpreted demonstration of computer game design。The conference on CHI 98 Summary: Human Factors in Computing Systems。 ![](/gs32/thssjcncl/image/nclsfx.gif) ![new window](/gs32/images/newin.png) | 2. | Desurvire, H.、Caplan, M.、Jozsef, A. T.(2004)。Using heuristics to evaluate the playability of games。2004 Extended Abstracts on Human Factors in Computing Systems。Vienna。 ![](/gs32/thssjcncl/image/nclsfx.gif) ![new window](/gs32/images/newin.png) | 3. | Esbjörnsson, M.、Juhlin, O.、Östergen, M.(2003)。Motorcycling and social interaction: Design for the enjoyment of brief traffic encounters。2003 International ACM SIGGROUP Conference on Supporting Group Work。Sanibel Island, Florida。 ![](/gs32/thssjcncl/image/nclsfx.gif) ![new window](/gs32/images/newin.png) | 4. | Sundar, S. S.、Xu, Q.、Bellur, S.、Jia, H.、Oh, J.、Khoo, G. S.(2010)。Click, drag, flip, and mouse-over: Effects of modality interactivity on user engagement with web content。60th Annual Conference of the International Communication Association。 ![](/gs32/thssjcncl/image/nclsfx.gif) ![new window](/gs32/images/newin.png) | 學位論文1. | Federoff, M. A.(2002)。Heuristics and usability guidelines for the creation and evaluation of fun in video games(碩士論文)。Indiana University。 ![](/gs32/thssjcncl/image/nclsfx.gif) ![new window](/gs32/images/newin.png) | 圖書1. | Edwards, Ward、Newman, J. Robert(1982)。Multiattribute Evaluation。Beverly Hills, CA:Sage。 ![](/gs32/thssjcncl/image/nclsfx.gif) ![new window](/gs32/images/newin.png) | 2. | Rolling, A.、Adams, E.(2003)。Andrew Rollings and Ernest Adams on game design。Indianapolis, Ind:New Riders。 ![](/gs32/thssjcncl/image/nclsfx.gif) ![new window](/gs32/images/newin.png) | 3. | Goldratt, E. M.、Cox, J.(1986)。The Goal: A Process of Ongoing Improvement。North River Press, Inc.。 ![](/gs32/thssjcncl/image/nclsfx.gif) ![new window](/gs32/images/newin.png) | 4. | Prensky, Marc(2001)。Digital game-based learning。McGraw-Hill。 ![](/gs32/thssjcncl/image/nclsfx.gif) ![new window](/gs32/images/newin.png) | 5. | Pope, N.、Kuhn, K. A. L.、Forster, J. J.(2009)。Digital sport for performance enhancement and competitive evolution: Intelligent gaming technologies。Hershey, PA:IGI Global。 ![](/gs32/thssjcncl/image/nclsfx.gif) ![new window](/gs32/images/newin.png) | 6. | Nunnally, Jum C.、Bernstein, Ira H.(1978)。Psychometric Theory。McGraw-Hill。 ![](/gs32/thssjcncl/image/nclsfx.gif) ![new window](/gs32/images/newin.png) | 其他1. | IBM(2018)。IBM academy of technology: Innovation that matters,https://www.ibm.com/blogs/academy-of-technology/innovation-that-matters。 ![](/gs32/thssjcncl/image/nclsfx.gif) ![new window](/gs32/images/newin.png) | 2. | John, Y.,Ding, Y.(2002)。HCI and game design: From a practitioner's point of view,https://pdfs.semanticscholar.org/bde4/5f338ed6bfde186380a30a85538dc0a05a2b.pdf。 ![](/gs32/thssjcncl/image/nclsfx.gif) ![new window](/gs32/images/newin.png) | 3. | Shelley, B.(2001)。Guidelines for developing successful games,http://www.jnoodle.com/careertech/files/GuidelinesDevelopingSuccessful-Games.pdf。 ![](/gs32/thssjcncl/image/nclsfx.gif) ![new window](/gs32/images/newin.png) | 4. | Yee, N.(2002)。Facets: 5 motivation factors for why people play MMORPG's,http://www.nickyee.com/facets/facets.PDF。 ![](/gs32/thssjcncl/image/nclsfx.gif) ![new window](/gs32/images/newin.png) | 5. | Csikszentmihalyi, Mihaly(1992)。Flow: The Psychology of Optimal Experience. New York, NY:。 ![](/gs32/thssjcncl/image/nclsfx.gif) ![new window](/gs32/images/newin.png) | 圖書論文1. | Zagal, J.、Mateas, M.、Fernandez-Vara, C.、Hochhalter, B.、Lichti, N.(2007)。Towards an ontological language for game analysis。:Worlds in play: International perspectives on digital games research。New York:Peter Lang。 ![](/gs32/thssjcncl/image/nclsfx.gif) ![new window](/gs32/images/newin.png) | |