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題名:運用感性工學於手機遊戲搖桿體驗之感受與滿意度研究
書刊名:感性學報
作者:陳璽任陳信榕陳語晨
作者(外文):Chen, Hsi-jenChen, Hsin-jungChen, Yu-chen
出版日期:2022
卷期:10:1
頁次:頁4-26
主題關鍵詞:手機遊戲遊戲體驗感性工學手機遊戲搖桿體驗滿意度Mobile gameJoystickInteractivityGaming experienceKansei engineering
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:1
  • 點閱點閱:5
期刊論文
1.Ha, Imsook、Yoon, Youngseog、Choi, Munkee(2007)。Determinants of adoption of mobile games under mobile broadband wireless access environment。Information & Management,44(3),276-286。  new window
2.Hu, T.、Poston, R. S.、Kettinger, W. J.(2011)。Nonadopters of online social network services: Is it easy to have fun yet?。Communications of the Association for Information Systems,29(1),441-458。  new window
3.Nysveen, H.、Pedersen, P. E.、Thorbjørnsen, H.(2005)。Intentions to use mobile services: antecedents and cross-service comparisons。Journal of the Academy of Marketing Science,33(3),330-346。  new window
4.Schütte, S. T. W.、Eklund, J.、Axelsson, J. R. C.、Nagamachi, M.(2004)。Concepts, methods and tools in Kansei Engineering。Theoretical Issues in Ergonomics Science,5(3),214-231。  new window
5.Matsubara, Y.、Nagamachi, M.(1997)。Hybrid Kansei engineering system and design support。International Journal of Industrial Ergonomics,19(2),81-92。  new window
6.Wei, Pei S.、Lu, His P.(2014)。Why Do People Play Mobile Social Games? An Examination of Network Externalities and of Uses and Gratifications。Internet Research,24(3),313-331。  new window
7.Hamari, J.、Koivisto, J.(2015)。Why do people use gamification services?。International Journal of Information Management,35(4),419-431。  new window
8.黃國樑、陳國祥(20131000)。智慧手持式裝置在互動介面中不同感官設計要素與感性意象的初探。感性學報,1(2),4-27。new window  延伸查詢new window
9.Engl, S.、Nacke, L. E.(2013)。Contextual influences on mobile player experience: A game user experience model。Entertainment Computing,4(1),83-91。  new window
10.Hsiao, Y. H.、Chen, M. C.、Liao, W. C.(2017)。Logistics service design for cross-border E-commerce using Kansei engineering with text-mining-based online content analysis。Telematics and Informatics,34(4),284-302。  new window
11.Babin, Barry J.、Darden, William R.、Griffin, Mitch(1994)。Work and/or fun: Measuring hedonic and utilitarian shopping value。Journal of Consumer Research,20(4),644-656。  new window
12.Taylor, Shirley、Todd, Peter A.(1995)。Understanding information technology usage: A test of competing models。Information Systems Research,6(2),144-176。  new window
13.Hsiao, K. L.、Chen, C. C.(2016)。What drives in-app purchase intention for mobile games? An examination of perceived values and loyalty。Electronic Commerce Research and Applications,16,18-29。  new window
14.Merikivi, J.、Tuunainen, V.、Nguyen, D.(2017)。What makes continued mobile gaming enjoyable?。Computers in human behavior,68(3),411-421。  new window
15.Molinillo, S.、Munoz-Leiva, F.、Perez-Garcia, F.(2018)。The effects of human-game interaction, network externalities, and motivations on players' use of mobile casual games。Industrial management & data systems,118(9),1766-1786。  new window
16.Park, H. J.、Kim, S. H.(2013)。A bayesian network approach to examining key success factors of mobile games。Journal of business research,66(9),1353-1359。  new window
17.Svanæs, D.(2013)。Interaction design for and with the lived body: Some implications of Merleau-Ponty's phenomenology。ACM transactions on computer-human interaction,20(1),(8)1-(8)30。  new window
18.Uludagli, M. C.、Acarturk, C.(2018)。User interaction in hands-free gaming: A comparative study of gaze-voice and touchscreen interface control。Turkish journal of electrical engineering and computer sciences,26(4),1967-1976。  new window
19.Wang, Q.、Sun, X.(2016)。Investigating gameplay intention of the elderly using an extended technology acceptance model (ETAM)。Technological forecasting and social change,107,59-68。  new window
會議論文
1.Wang, Z.、Zhou, M.、Shi, Z.、Lian, J.(2020)。Research on design of shared bicycle service system based on Kansei engineering。International conference on human-computer interaction。Springer。704-713。  new window
學位論文
1.張琳雅(2016)。從手機遊戲App探討遊戲之設計元素(碩士論文)。大同大學。  延伸查詢new window
圖書
1.Kotler, Philip(1997)。Marketing Management: Analysis, Planning, Implementation, and Control。Prentice-Hall。  new window
2.王明堂(2018)。感性工學到感性設計:感性工學研究的基礎與應用。全華。  延伸查詢new window
3.林建煌(2007)。消費者行為。華泰。  延伸查詢new window
其他
1.Purcell, K.,Entner, R.,Henderson, N.(2010)。The rise of apps culture,https://www.pewresearch.org/internet/2010/09/14/the-rise-of-apps-culture/。  new window
2.資策會產業情報研究所(20180712)。【遊戲玩家調查系列一】七成五玩家瘋手遊學生族最熱中,https://mic.iii.org.tw/news.aspx?id=494。  延伸查詢new window
3.Brustein, J.(20130919)。The profitable future of free mobile apps,https://www.bloomberg.com/news/articles/2013-09-19/free-mobile-apps-find-revenue-in-in-app-purchases。  new window
4.Khalaf, S.(20160105)。Media, productivity & emojis give mobile another stunning growth year,https://www.flurry.com/blog/stateofmobile2015/。  new window
 
 
 
 
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