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題名:專題論壇:遊戲研究
書刊名:中華傳播學刊
作者:林日璇林鶴玲黃厚銘
作者(外文):Lin, Tammy Jih-hsuanLin, HolinHuang, Hou-ming
出版日期:2021
卷期:40
頁次:頁115-142
主題關鍵詞:玩家角色代入遊戲化遊戲學遊戲性PlayerCharacter identificationGamificationLudologyGameness
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(0) 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:0
  • 共同引用共同引用:4
  • 點閱點閱:2
期刊論文
1.Lin, Holin、Sun, Chuen-tsai(2011)。Cash trade in free-to-play online games。Games and Culture,6(3),270-287。  new window
2.Lin, J.-H. T.(2013)。Identification matters: A moderated mediation model of media interactivity, character identification, and video game violence on aggression。Journal of Communication,63(4),682-702。  new window
3.Peng, W.、Lin, J.-H. T.、Pfeiffer, K. A.、Winn, B.(2012)。Need satisfaction supportive game features as motivational determinants: An experimental study of a self-determination theory guided exergame。Media Psychology,15(2),175-196。  new window
4.黃厚銘(20170600)。「真實」的復歸:擴增實境遊戲Ingress社會文化意義之分析。考古人類學刊,86,43-68。new window  延伸查詢new window
5.Lin, Holin、Sun, Chuen-tsai(2011)。The Role of Onlookers in Arcade Gaming: Frame Analysis of Public Behaviours。Convergence: The International Journal of Research into New Media Technologies,17(2),125-137。  new window
6.黃厚銘(20190100)。擴增實境遊戲Pokémon GO的流動性:遊戲機制、文化與變遷。傳播與社會學刊,47,233-263。new window  延伸查詢new window
7.Lee, Y.-H.、Lin, H.(2011)。'Gaming is my work': identity work in internet-hobbyist game workers。Work, Employment and Society,25(3),451-467。  new window
8.Lin, J.-H. T.(2017)。Fear in virtual reality (VR): Fear elements, coping reactions, immediate and next-day fright responses toward a survival horror zombie virtual reality game。Computers in Human Behavior,72,350-361。  new window
9.Lin, J.-H. T.、Wu, D.-Y.(2020)。Newsgames for the Greater Good: The Effects of Graphic Realism and Geographic Proximity on Knowledge Acquisition and Willingness to Help。Journalism & Mass Communication Quarterly,97(1),30-51。  new window
10.Lin, J.-H. T.、Wu, D.-Y.(2021)。Exercising With Embodied Young Avatars: How Young vs. Older Avatars in Virtual Reality Affect Perceived Exertion and Physical Activity Among Male and Female Elderly Individuals。Frontiers in Psychology,12。  new window
11.Lin, J.-H. T.、Wu, D.-Y.、Tao, C.-C.(2018)。So scary, yet so fun: The role of self-efficacy in enjoyment of a virtual reality horror game。New Media & Society,20(9),3223-3242。  new window
12.Lin, J.-H. T.、Wu, D.-Y.、Yang, J.-W.(2021)。Exercising with a six pack in virtual reality: Examining the proteus effect of avatar body shape and sex on self-efficacy for core-muscle exercise, self-concept of body shape, and actual physical activity。Frontiers in Psychology,12(4580)。  new window
圖書
1.Castronova, Edward(2005)。Synthetic Worlds: the Business and Culture of Online Games。Chicago, IL:The University of Chicago Press, Ltd。  new window
2.Pfaller, Robert、Rosenblatt, Lisa、Eckler, Charlotte、Nielsen, Camilla(2014)。On the Pleasure Principle in Culture: Illusions without Owners。Verso。  new window
3.Huizinga, Johan(1955)。Homo Ludens: A Study of the Play-Element in Culture。Beacon Press。  new window
4.Taylor, T. L.(2012)。Raising the stakes: E-sports and the professionalization of computer Gaming。MIT Press。  new window
5.Taylor, T. L.(2018)。Watch me play: Twitch and the rise of game live streaming。Princeton University Press。  new window
6.Banks, J.(2018)。Avatar, Assembled: The Social and Technical Anatomy of Digital Bodies。Peter Lang Inc。  new window
7.Bowman, N. D.(2018)。Video Games A Medium That Demands Our Attention。Routledge。  new window
8.Castronova, E.(2007)。Exodus to the virtual world: How online fun is changing reality。St. Martin's Press。  new window
9.Consalvo, M.(2009)。Cheating: Gaining Advantage in Videogames。MIT Press。  new window
10.Gordon, E.、Mugar, G.(2020)。Meaningful inefficiencies: Civic design in an age of digital expediency。Oxford University Press。  new window
11.Juul, J.(2013)。The Art of Failure: An Essay on the Pain of Playing Video Games。MIT press。  new window
12.Taylor, T. L.(2009)。Play between worlds: Exploring online game culture。MIT Press。  new window
圖書論文
1.Lin, H.(2008)。Body, space and gendered gaming experiences: A cultural geography of homes, cybercafes and dormitories。Beyond Barbie and Mortal Kombat: New perspectives on gender and gaming。MIT Press。  new window
2.Lin, H.、Sun, C.-T.(2016)。A Chinese Cyber-Diaspora: Contact and Identity Negotiation in a Game World。Transnational contexts of culture, gender, class and colonialism in play: Video games in East Asia。Palgrave Macmillan。  new window
 
 
 
 
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