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題名:通過遊戲化增強消費者網上購物行為
書刊名:資訊管理學報
作者:許艷李慶章 引用關係曹譽顏克典
作者(外文):Xu, YanLee, Ching-changTsao, YuYen, Ke-tien
出版日期:2020
卷期:27:3
頁次:頁291-310
主題關鍵詞:網路消費遊戲化認知評估理論遊戲動力學遊戲元素用戶參與Online shoppingGamificationCognitive evaluation theoryGame elementUser engagement
原始連結:連回原系統網址new window
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  • 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:3
期刊論文
1.O'Brien, H. L.(2010)。The influence of hedonic and utilitarian motivations on user engagement: The case of online shopping experiences。Interacting with Computers,22(5),344-352。  new window
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3.Lucas, Kristen、Sherry, John L.(2004)。Sex Differences in Video Game Play: A Communication-based Explanation。Communication Research,31(5),499-523。  new window
4.Jang, H.、Reeve, J.、Ryan, R. M.、Kim, A.(2009)。Can self-determination theory explain what underlies the productive, satisfying learning experiences of collectivistically oriented Korean students?。Journal of Educational Psychology,101(3),644-661。  new window
5.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
6.Sheldon, K. M.、Elliot, A. J.、Kim, Y.、Kasser, T.(2001)。What is satisfying about satisfying events? Testing 10 candidate psychological needs。Journal of Personality and Social Psychology,80(2),325-339。  new window
7.Gottschalg, O.、Zollo, M.(2007)。Interest alignment and competitive advantage。Academy of Management Review,32(2),418-437。  new window
8.Wang, Youcheng、Fesenmaier, Daniel R.(2003)。Assessing Motivation of Contribution in Online Communities: An Empirical Investigation of an Online Travel Community。Electronic Markets,13(1),33-45。  new window
9.Deci, E. L.、Ryan, R. M.(1980)。The empirical exploration of intrinsic motivational processes。Advances in experimental social psychology,13,39-80。  new window
10.Schaufeli, Wilmar B.、Martínez, Isabel M.、Marqués-Pinto, Alexandra、Salanova, Marisa、Bakker, Arnold B.(2002)。Burnout and engagement in university students: A cross-national study。Journal of Cross-Cultural Psychology,33(5),464-481。  new window
11.Rook, Dennis W.、Fisher, Robert J.(1995)。Normative Influences on Impulsive Buying Behavior。Journal of Consumer Research,22(3),305-313。  new window
12.Hwang, M. I.、Thom, R. G.(1999)。The Effect of User Engagement on System Success: A Meta-Analytical Integration of Research Findings。Information & Management,35(4),229-236。  new window
13.Lee, J. J.、Hammer, J.(2011)。Gamification in education: What, how, why bother?。Academic Exchange Quarterly,15(2),1-5。  new window
14.Wakefield, R. L.、Wakefield K. L.、Baker J.、Wang L. C.(2011)。How website socialness leads to website use。European Journal of Information Systems,20(1),118-132。  new window
15.Beecham, Sarah、Baddoo, Nathan、Hall, Tracy、Robinson, Hugh、Sharp, Helen(2008)。Motivation in Software Engineering: A systematic literature review。Information and Software Technology,50(9/10),860-878。  new window
16.Kim, Hongki、Suh, Kil-Soo、Lee, Un-Kon(2013)。Effects of collaborative online shopping on shopping experience through social and relational perspectives。Information & Management,50(4),169-180。  new window
17.Lee, C. L.、Yang, H. J.(2011)。Organization structure, competition and performance measurement systems and their joint effects on performance。Management Accounting Research,22(2),84-104。  new window
18.Rook, Dennis W.、Hoch, Stephen J.(1985)。Consuming Impulses。Advances in Consumer Research,12(1),23-27。  new window
19.Hofacker, C. F.、De Ruyter, K.、Lurie, N. H.、Manchanda, P.、Donaldson, J.(2016)。Gamification and Mobile Marketing Effectiveness。Journal of Interactive Marketing,34,25-36。  new window
20.Reiss, S.(2004)。Multifaceted nature of intrinsic motivation: The theory of 16 basic desires。Review of General Psychology,8(3),179-193。  new window
21.Kankanhalli, Atreyi、Tan, Bernard C.-Y.、Wei, Kwok-Kee(2005)。Contributing Knowledge to Electronic Knowledge Repositories: An Empirical Investigation。MIS Quarterly,29(1),113-143。  new window
22.Ma, Meng、Agarwal, Ritu(2007)。Through a Glass Darkly: Information Technology Design, Identity Verification, and Knowledge Contribution in Online Communities。Information Systems Research,18(1),42-67。  new window
23.Baik, K. H.(2004)。Two-player asymmetric contests with ratio-form contest success functions。Economic Inquiry,42(4),679-689。  new window
24.Chen, Y.、Yan, X.、Fan, W.(2015)。Examining the effects of decomposed perceived risk on consumer online shopping behavior: A field study in China。Engineering Economics,26(3),315-326。  new window
25.Hordemann, G.、Chao, J.(2012)。Design and implementation challenges to an interactive social media based learning environment。Interdisciplinary Journal of Information, Knowledge and Management,7(1),92-94。  new window
26.Huang, T.、Bao, Z.、Li, Y.(2017)。Why do players purchase in mobile social network games? An examination of customer engagement and of uses and gratifications theory。Program,51(3),259-277。  new window
27.Jacques, R.(1995)。Engagement as a design concept for multimedia。Canadian Journal of Educational Communication,24(1),49-59。  new window
28.Johnson, D.、Klarkowski, M.、Vella, K.、Phillips, C.、McEwan, M.、Watling, C. N.(2018)。Greater rewards in videogames lead to more presence, enjoyment and effort。Computers in Human Behavior,87(1),66-74。  new window
29.Kesebir, S.、Lee, S. Y.、Elliot, A. J.、Pillutla, M. M.(2019)。Lay beliefs about competition: Scale development and gender differences。Motivation and Emotion,43(5),719-739。  new window
30.Kim, S. K.、Chen, R. P.、Zhang, K.(2016)。Anthropomorphized helpers undermine autonomy and enjoyment in computer games。Journal of Consumer Research,43(2),282-302。  new window
31.Liu, D.、Geng, X.、Whinston, A. B.(2007)。Optimal design of consumer contests。Journal of Marketing,71(4),140-155。  new window
32.Mauri, M.、Cipresso, P.、Balgera, A.、Villamira, M.、Riva, G.(2011)。Why is Facebook so successful? Psychophysiological measures describe a core flow state while using Facebook。Cyberpsychology, Behavior, and Social Networking,14(12),723-731。  new window
33.Müller-Stewens, J.、Schlager, T.、Häubl, G.、Herrmann, A.(2017)。Gamified information presentation and consumer adoption of product innovations。Journal of Marketing,81(2),8-24。  new window
34.Przybylski, A. K.、Rigby, C. S.、Ryan, R. M.(2010)。A motivational model of video game engagement。Review of General Psychology,14(2),154-166。  new window
35.Santhanam, R.、Liu, D.、Shen, W.-C. M.(2016)。Research Note-Gamification of technology-mediated training: Not all competitions are the same。Information Systems Research,27(2),453-465。  new window
36.Sen, R.、Subramaniam, C.、Nelson, M. L.(2008)。Determinants of the choice of open source software license。Journal of Management Information Systems,25(3),207-240。  new window
37.Sigala, Marianna(2015)。The application and impact of gamification funware on trip planning and experiences: The case of TripAdvisor's funware。Electronic Markets,25(3),189-209。  new window
38.Vanwesenbeeck, I.、Ponnet, K.、Walrave, M.(2016)。Go with the flow: How children's persuasion knowledge is associated with their state of flow and emotions during advergame play。Journal of Consumer Behaviour,15(1),38-47。  new window
39.Von Ahn, L.、Dabbish, L.(2008)。Designing games with a purpose。Communications of the ACM,51(8),58-67。  new window
40.Xi, N.、Hamari, J.(2019)。Does gamification satisfy needs? A study on the relationship between gamification features and intrinsic need satisfaction。International Journal of Information Management,46(7),210-221。  new window
41.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
42.Agarwal, R.、Karahanna, E.(2000)。Time Flies When You're Having Fun: Cognitive Absorption and Beliefs about Information Technology Usage。MIS Quarterly,24(4),665-694。  new window
43.Kotler, Philip(1973)。Atmospherics as a marketing tool。Journal of Retailing,49(4),48-64。  new window
44.Gagné, Marylène、Deci, Edward L.(2005)。Self-determination theory and work motivation。Journal of Organizational Behavior,26(4),331-362。  new window
45.Deci, Edward L.、Ryan, Richard M.(2000)。The "What" and "Why" of Goal Pursuits: Human Needs and the Self-Determination of Behavior。Psychological Inquiry,11(4),227-268。  new window
46.Ryan, Richard M.、Deci, Edward L.(2000)。Intrinsic and Extrinsic Motivations: Classic Definitions and New Directions。Contemporary Educational Psychology,25(1),54-67。  new window
47.Celsi, Richard L.、Olson, Jerry C.(1988)。The Role of Involvement in Attention and Comprehension Processed。Journal of Consumer Research,15(2),210-224。  new window
會議論文
1.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
2.Marza, S.、Idris, I.、Abror, A.(2019)。The influence of convenience, enjoyment, perceived risk, and trust on the attitude toward online shopping。The 2nd Padang International Conference on Education, Economics, Business and Accounting,(會議日期: November 24-25)。Padang。588-597。  new window
3.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.Zichermann, Gabe、Cunningham, Christopher(2011)。Gamification by design: Implementing game mechanics in web and mobile apps。O'Reilly Media。  new window
2.Kapp, K. M.(2013)。The Gamification of Learning and Instruction Field Book, Ideas into Practice。New Jersey, NJ:John Wiley & Sons, Inc.。  new window
3.Laurel, B.(2013)。Computers as Theatre。Boston, MA:Addison-Wesley Professional。  new window
4.Raney, A. A.、Bryant, J.(2019)。Media Effects: Advances in Theory and Research。Routledge & CRC。  new window
5.Hair, Joseph F. Jr.、Anderson, Rolph E.、Tatham, Ronald L.、Black, William C.、Babin, Barry J.(1998)。Multivariate data analysis。Prentice-Hall, Inc.。  new window
單篇論文
1.Meloni, W.,Gruener, W.(2012)。Gamification in 2012: Market Update, Consumer and Enterprise Market Trends,San Francisco, CA:M2 Research。  new window
其他
1.Kerr, C.,Francis, B.,Cross, K.(2020)。Gamification: Thoughts on definition and design,https://www.gamasutra.com/blogs/ZacharyFitzWalter/20120426/169287/Gamification_Thoughts_on_definition_and_design.php。  new window
2.Silverman R. E.(20111010)。Latest game theory: mixing work and play,http://www.wsj.com/articles/SB10001424052970204294504576615371783795248。  new window
3.Sinanian, M.(20100412)。The ultimate healthcare reform could be fun and games,https://venturebeat.com/2010/04/12/healthcare-reform-social-games-gamification/。  new window
圖書論文
1.Chin, Wynne W.(1998)。The partial least squares approach for structural equation modeling。Modern Methods for Business Research。Lawrence Erlbaum Associates, Inc.。  new window
 
 
 
 
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