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題名:從服務設計觀點探討數位遊戲之玩家需求與遊戲設計供給之落差
書刊名:電子商務學報
作者:李保宜何淑君許惠媚
作者(外文):Lee, Pao-yiHo, Shu-chunHsu, Hui-mei
出版日期:2020
卷期:22:1
頁次:頁1-28
主題關鍵詞:數位遊戲遊戲設計服務設計玩家需求品質機能展開Digital gamesDesign of digital gamesService designDemand of playersQuality function deployment
原始連結:連回原系統網址new window
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  • 點閱點閱:7
期刊論文
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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。  new window
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。  new window
4.Wasserman, G. S.(1993)。On How to Prioritize Design Requirements During The QFD Planning Process。IIE Transactions,25(3),59-65。  new window
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。  new window
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。  new window
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。  new window
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。  new window
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。  new window
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。  new window
11.Kaye, L. K.(2016)。Exploring flow experiences in cooperative digital gaming contexts。Computers in Human Behavior,55,286-291。  new window
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。  new window
13.Hoffman, Donna L.、Novak, Thomas P.(1997)。A New Marketing Paradigm for Electronic Commerce。The Information Society,13(1),43-54。  new window
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。  new window
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。  new window
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。  new window
17.Aleem, S.、Capretz, L. F.、Ahmed, F.(2016)。Empirical investigation of key business factors for digital game performance。Entertainment Computing,13,25-36。  new window
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。  new window
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。  new window
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。  new window
21.Geum, Y.、Kwak, R.、Park, Y.(2012)。Modularizing services: A modified HoQ approach。Computers & Industrial Engineering,62(2),579-590。  new window
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。  new window
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。  new window
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。  new window
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。  new window
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。  new window
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。  new window
28.Rekimoto, J.(2008)。Organic interaction technologies: From stone to skin。Communications of the ACM,51(6),38-44。  new window
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。  new window
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。  new window
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。  new window
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。  new window
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。  new window
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。  new window
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。  new window
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。  new window
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。  new window
38.Zyda, M.(2009)。Computer science in the conceptual age。Communications of the ACM,52(12),66-72。  new window
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。  new window
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。  new window
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。  new window
42.Gardner, Meryl Paula(1985)。Mood States and Consumer Behavior: A Critical Review。Journal of Consumer Research,12(3),281-300。  new window
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。  new window
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。  new window
45.Wägar, Karolina(2008)。Exploring tools for learning about customers in a service setting。International Journal of Service Industry Management,19(5),596-620。  new window
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。  new window
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。  new window
48.Hauser, John R.、Clausing, Don(1988)。The house of quality。Harvard Business Review,66(3),63-73。  new window
49.Martilla, John A.、James, John C.(1977)。Importance-performance analysis。Journal of Marketing,41(1),77-79。  new window
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。  new window
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。  new window
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。  new window
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。  new window
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。  new window
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。  new window
圖書
1.Edwards, Ward、Newman, J. Robert(1982)。Multiattribute Evaluation。Beverly Hills, CA:Sage。  new window
2.Rolling, A.、Adams, E.(2003)。Andrew Rollings and Ernest Adams on game design。Indianapolis, Ind:New Riders。  new window
3.Goldratt, E. M.、Cox, J.(1986)。The Goal: A Process of Ongoing Improvement。North River Press, Inc.。  new window
4.Prensky, Marc(2001)。Digital game-based learning。McGraw-Hill。  new window
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。  new window
6.Nunnally, Jum C.、Bernstein, Ira H.(1978)。Psychometric Theory。McGraw-Hill。  new window
其他
1.IBM(2018)。IBM academy of technology: Innovation that matters,https://www.ibm.com/blogs/academy-of-technology/innovation-that-matters。  new window
2.John, Y.,Ding, Y.(2002)。HCI and game design: From a practitioner's point of view,https://pdfs.semanticscholar.org/bde4/5f338ed6bfde186380a30a85538dc0a05a2b.pdf。  new window
3.Shelley, B.(2001)。Guidelines for developing successful games,http://www.jnoodle.com/careertech/files/GuidelinesDevelopingSuccessful-Games.pdf。  new window
4.Yee, N.(2002)。Facets: 5 motivation factors for why people play MMORPG's,http://www.nickyee.com/facets/facets.PDF。  new window
5.Csikszentmihalyi, Mihaly(1992)。Flow: The Psychology of Optimal Experience. New York, NY:。  new window
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。  new window
 
 
 
 
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