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題名:Can Gamification Increase Users' Continued Use Intention of Fitness App? Compare the Effectiveness of Intrinsic and Extrinsic Game Elements
書刊名:資訊管理學報
作者:謝佩珊馮文婷涂榮庭
作者(外文):Hsieh, Pei-shanFeng, WentingTu, Rungting
出版日期:2022
卷期:29:3
頁次:頁277-301
主題關鍵詞:遊戲化健身應用程序使用行為GamificationFitness appUsage behaviors
原始連結:連回原系統網址new window
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  • 共同引用共同引用:2
  • 點閱點閱:7
期刊論文
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31.Karapanos, E.、Gouveia, R.、Hassenzahl, M.、Forlizzi, J.(2016)。Wellbeing in the making: peoples' experiences with wearable activity trackers。Psychology of Wellbeing,6(1),1-17。  new window
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54.Zhu, Y.、Dailey, S. L.、Kreitzberg, D.、Bernhardt, J.(2017)。"Social networkout": Connecting social features of wearable fitness trackers with physical exercise。Journal of Health Communication,22(12),974-980。  new window
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會議論文
1.Aparicio, Andrés Francisco、Vela, Francisco Luis Gutiérrez、Sánchez, José Luis González、Montes, José Luis Isla(2012)。Analysis and application of gamification。The 13th International Conference on Interacción Persona-Ordenador,(17)1-(17)2。  new window
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圖書
1.Ryan, Richard M.、Deci, Edward L.(2017)。Self-determination theory: Basic psychological needs in motivation, development, and wellness。Guilford Press。  new window
其他
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圖書論文
1.Deci, Edward L.、Ryan, Richard M.(2012)。Motivation, personality, and development within embedded social contexts: An overview of self-determination theory。The Oxford handbook of human motivation。Oxford University Press。  new window
 
 
 
 
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