期刊論文1. | Williams, Dmitri、Ducheneaut, Nicolas、Xiong, Li、Zhang, Yuanyuan、Yee, Nick、Nickell, Eric(2006)。From Tree House to Barracks: The social life of guilds in World of Warcraft。Games and Culture,1(4),338-361。 |
2. | Yee, Nick(2006)。The demographics, motivations, and derived experiences of users of massively multi-user online graphical environments。Presence: Teleoperators and virtual environments,15(3),309-329。 |
3. | Yee, Nick、Bailenson, Jeremy(2007)。The proteus effect: The effect of transformed self-representation on behavior。Human Communication Research,33(3),271-290。 |
4. | Turner, John C.、Oakes, Penelope J.(1986)。The significance of the social identity concept for social psychology with reference to individualism, interactionism and social influence。British Journal of Social Psychology,25(3),237-252。 |
5. | Cole, Helena、Griffiths, Mark D.(2007)。Social interactions in massively multiplayer online role-playing gamers。Cyberpsychology & Behavior,10(4),575-583。 |
6. | Zhong, Zhi-Jin(2011)。The effects of collective MMORPG (Massively Multiplayer Online Role-Playing Games) play on gamers, online and offline social capital。Computers in Human Behavior,27(6),2352-2363。 |
7. | Dholakia, Utpal M.、Blazevic, Vera、Wiertz, Caroline、Algesheimer, René(2009)。Communal service delivery: How customers benefit from participation in firm-hosted virtual P3 communities。Journal of Service Research,12(2),208-226。 |
8. | Cornelissen, Joep P.、Haslam, S. Alexander、Balmer, John M. T.(2007)。Social identity, organizational identity and corporate identity: Towards an integrated understanding of processes, patternings and products。British Journal of Management,18(s1),S1-S16。 |
9. | Moon, Junghoon、Hossain, Md. Dulal、Sanders, G. Lawrence、Garrity, Edward J.、Jo, Sooran(2013)。Player commitment to massively multiplayer online role-playing games (MMORPGs) : An Integrated model。International Journal of Electronic Commerce,17(4),7-38。 |
10. | Charlton, John P.、Danforth, Ian D. W.(2007)。Distinguishing addiction and high engagement in the context of online game playing。Computers in Human Behavior,23(3),1531-1548。 |
11. | Jin, Xiao-Ling、Zhou, Zhongyun、Lee, Matthew K. O.、Cheung, Christy M. K.(2013)。Why users keep answering questions in online question answering communities: A theoretical and empirical investigation。International Journal of Information Management,33(1),93-104。 |
12. | Tajfel, Henri(1982)。Social psychology of intergroup relations。Annual Review of Psychology,33(1),1-39。 |
13. | Cialdini, Robert B.、Goldstein, Noah J.(2004)。Social Influence: Compliance and Conformity。Annual Review of Psychology,55(1),591-621。 |
14. | Ashforth, Blake E.、Mael, Fred A.(1989)。Social identity theory and the organization。Academy of Management Review,14(1),20-39。 |
15. | Suler, John R.(2004)。The online disinhibition effect。CyberPsychology and Behavior,7(3),321-326。 |
16. | Li, Chia-Ying(2013)。Persuasive messages on information system acceptance: A theoretical extension of elaboration likelihood model and social influence theory。Computers in Human Behavior,29(1),264-275。 |
17. | Hearn, Alison(2010)。Structuring feeling: Web 2.0, online ranking and rating, and the digital 'reputation' economy。Ephemera: theory & politics in organization,10(3/4),421-438。 |
18. | Liu, Libo、Cheung, Christy M. K.、Lee, Matthew K. O.(2016)。An empirical investigation of information sharing behavior on social commerce sites。International Journal of Information Management,36(5),686-699。 |
19. | Hsiao, Cheng-Chieh、Chiou, Jyh-Shen(2012)。The effect of social capital on community loyalty in a virtual community: Test of a tripartite-process model。Decision Support Systems,54(1),750-757。 |
20. | Venkatesh, Viswanath、Brown, Susan A.(2001)。A longitudinal investigation of personal computers in homes: adoption determinants and emerging challenges。MIS Quarterly,25(1),71-102。 |
21. | Sun, Yongqiang、Fang, Yulin、Lim, Kai H.(2014)。Understanding knowledge contributors' satisfaction in transactional virtual communities: A cost-benefit trade-off perspective。Information & Management,51(4),441-450。 |
22. | Badrinarayanan, Vishag A.、Sierra, Jeremy J.、Martin, Kinnon M.(2015)。A dual identification framework of online multiplayer video games: The case of massively multiplayer online role playing games (MMORPGs)。Journal of Business Research,68(5),1045-1052。 |
23. | Fuller, Christie M.、Simmering, Marcia J.、Atinc, Guclu、Atinc, Yasemin、Babin, Barry J.(2016)。Common Methods Variance Detection in Business Research。Journal of Business Research,69(8),3192-3198。 |
24. | Zhang, Fan、Kaufman, David(2015)。The impacts of social interactions in MMORPGs on older adults' social capital。Computers in Human Behavior,51(Part A),495-503。 |
25. | Billieux, Joël、Van der Linden, Martial、Achab, Sophia、Khazaal, Yasser、Paraskevopoulos, Laura、Zullino, Daniele、Thorens, Gabriel(2013)。Why do you play World of Warcraft? An in-depth exploration of self-reported motivations to play online and in-game behaviours in the virtual world of Azeroth。Computers in Human Behavior,29(1),103-109。 |
26. | Seok, Soonhwa、DaCosta, Boaventura(2012)。The world's most intense online gaming culture: Addiction and high-engagement prevalence rates among South Korean adolescents and young adults。Computers in Human Behavior,28(6),2143-2151。 |
27. | Lai, Hui-Min、Chen, Tsung Teng(2014)。Knowledge sharing in interest online communities: A comparison of posters and lurkers。Computers in Human Behavior,35(2),295-306。 |
28. | Granic, Isabela、Lobel, Adam、Engels, Rutger C. M. E.(2014)。The benefits of playing video games。American Psychologist,69(1),66-78。 |
29. | Dholakia, Utpal M.、Bagozzi, Richard P.、Pearo, Lisa Klein(2004)。A social influence model of consumer participation in network- and small-group-based virtual communities。International Journal of Research in Marketing,21(3),241-263。 |
30. | Oh, Chong、Roumani, Yaman、Nwankpa, Joseph K.、Hu, Han-Fen(2017)。Beyond likes and tweets: Consumer engagement behavior and movie box office in social media。Information &Management,54(1),25-37。 |
31. | Zheng, Xiabing、Cheung, Christy M. K.、Lee, Matthew K. O.、Liang, Liang(2015)。Building brand loyalty through user engagement in online brand communities in social networking sites。Information Technology & People,28(1),90-106。 |
32. | Laroche, Michel、Habibi, Mohammad Reza、Richard, Marie-Odile、Sankaranarayanan, Ramesh(2012)。The effects of social media based brand communities on brand community markers, value creation practices, brand trust and brand loyalty。Computers in Human Behavior,28(5),1755-1767。 |
33. | McAlexander, James H.、Schouten, John W.、Koenig, Harold F.(2002)。Building Brand Community。Journal of Marketing,66(1),38-54。 |
34. | Muñiz, Albert M. Jr.、O'Guinn, Thomas C.(2001)。Brand Community。Journal of Consumer Research,27(4),412-432。 |
35. | Algesheimer, René、Dholakia, Utpal M.、Herrmann, Andreas(2005)。The Social Influence of Brand Community: Evidence from European Car Clubs。Journal of Marketing,69(3),19-34。 |
36. | Hogg, Michael A.、Terry, Deborah J.(2000)。Social Identity and Self-Categorization Processes in Organizational Contexts。Academy of Management Review,25(1),121-140。 |
37. | Chin, Wynne W.、Marcolin, Barbara L.、Newsted, Peter R.(2003)。A partial least squares latent variable modeling approach for measuring interaction effects: Results from a Monte Carlo simulation study and an electronic-mail emotion/adoption study。Information Systems Research,14(2),189-217。 |
38. | Stets, Jan E.、Burke, Peter J.(2000)。Identity theory and social identity theory。Social psychology quarterly,63(3),224-237。 |
39. | Liu, De、Santhanam, Radhika、Webster, Jane(2017)。Toward meaningful engagement: a framework for design and research of gamified information systems。MIS Quarterly,41(4),1011-1034。 |
40. | Ang, Chee Siang、Zaphiris, Panayiotis(2010)。Social Roles of Players in MMORPG Guilds。Information, Communication & Society,13(4),592-614。 |
41. | Ardia, David S.(2010)。Reputation in a Networked World: Revisiting the Social Foundations of Defamation Law。Harvard Civil Rights-Civil Liberties Law Review,45,261-328。 |
42. | Buisine, Stéphanie、Guegan, Jérôme(2019)。Creativity in Virtual Teams: Bridging the Gap between Professional Wisdom and Scientific Insights。Creativity Studies,12(2),198-210。 |
43. | Buisine, Stéphanie、Guegan, Jérôme(2020)。Proteus vs. Social Identity Effects on Virtual Brainstorming。Behaviour & Information Technology,39(5),594-606。 |
44. | Cegarra-Navarro, Juan-Gabriel、Soto-Acosta, Pedro、Wensley, Anthony K. P.(2016)。Structured Knowledge Processes and Firm Performance: The Role of Organizational Agility。Journal of Business Research,69(5),1544-1549。 |
45. | Gong, Xiang、Zhang, Kem Z. K.、Cheung, Christy M. K.、Chen, Chongyang、Lee, Matthew K. O.(2019)。Alone or Together? Exploring the Role of Desire for Online Group Gaming in Players' Social Game Addiction。Information & Management,56(6)。 |
46. | Guegan, Jérôme、Moliner, Pascal、Buisine, Stéphanie(2015)。Why Are Online Games So Self-Involving: A Social Identity Analysis of Massively Multiplayer Online Role-Playing Games。European Journal of Social Psychology,45(3),349-355。 |
47. | Huang, Yan、Jasin, Stefanus、Manchanda, Puneet(2019)。"Level Up": Leveraging Skill and Engagement to Maximize Player Game-Play in Online Video Games。Information Systems Research,30(3),927-947。 |
48. | Jin, Wei、Sun, Yongqiang、Wang, Nan、Zhang, Xi(2017)。Why Users Purchase Virtual Products in MMORPG? An Integrative Perspective of Social Presence and User Engagement。Internet Research,27(2),408-427。 |
49. | Lin, Yu-Ling、Lin, Hong-Wen、Jhan, Ya-Cing(2015)。Are We After the Same Thing? Differences among Different MMORPG Players。Journal of Management and Strategy,6(1),21-35。 |
50. | Pan, Zhao、Lu, Yaobin、Gupta, Sumeet(2014)。How Heterogeneous Community Engage Newcomers? The Effect of Community Diversity on Newcomers' Perception of Inclusion: An Empirical Study in Social Media Service。Computers in Human Behavior,39,100-111。 |
51. | Postmes, Tom、Haslam, S. Alexander、Swaab, Roderick I.(2005)。Social Influence in Small Groups: An Interactive Model of Social Identity Formation。European Review of Social Psychology,16(1),1-42。 |
52. | Raghuram, Sumita、Hill, N. Sharon、Gibbs, Jennifer L.、Maruping, Likoebe M.(2018)。Virtual Work: Bridging Research Clusters。Academy of Management Annals,13(1),1-34。 |
53. | Ray, Soumya、Kim, Sung S.、Morris, James G.(2014)。The Central Role of Engagement in Online Communities。Information Systems Research,25(3),528-546。 |
54. | Sierra, Jeremy J.、Badrinarayanan, Vishag A.、Taute, Harry A.(2016)。Explaining Behavior in Brand Communities: A Sequential Model of Attachment, Tribalism, and Self-Esteem。Computers in Human Behavior,55(Part B),626-632。 |
55. | Whitty, Monica T.、Young, Garry、Goodings, Lewis(2011)。What I Won't Do in Pixels: Examining the Limits of Taboo Violation in MMORPGs。Computers in Human Behavior,27(1),268-275。 |
56. | Wu, Ji、Fan, Shaokun、Zhao, J. Leon(2018)。Community Engagement and Online Word of Mouth: An Empirical Investigation。Information & Management,55(2),258-270。 |
57. | Zhang, Cheng、Phang, Chee Wei、Wu, Qingsheng、Luo, Xueming(2017)。Nonlinear Effects of Social Connections and Interactions on Individual Goal Attainment and Spending: Evidences from Online Gaming Markets。Journal of Marketing,81(6),132-155。 |
58. | Zhao, Li、Detlor, Brian、Connelly, Catherine E.(2016)。Sharing Knowledge in Social Q&A Sites: The Unintended Consequences of Extrinsic Motivation。Journal of Management Information Systems,33(1),70-100。 |
59. | Brodie, Roderick J.、Hollebeek, Linda D.、Jurić, Biljana、Ilić, Ana(2011)。Customer engagement: conceptual domain, fundamental propositions, and implications for research。Journal of Service Research,14(3),252-271。 |
60. | Cropanzano, Russell S.、Mitchell, Marie S.(2005)。Social exchange theory: An interdisciplinary review。Journal of Management,31(6),874-900。 |
61. | Cheung, Christy M. K.、Chiu, Pui-Yee、Lee, Matthew K. O.(2011)。Online Social Networks: Why Do Students Use Facebook?。Computers in Human Behavior,27(4),1337-1343。 |
62. | Hair, Joseph F. Jr.、Ringle, Christian M.、Sarstedt, Marko(2013)。Partial least squares structural equation modeling: Rigorous applications, better results and higher acceptance。Long Range Planning,46(1/2),1-12。 |