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題名:遊戲化有效嗎?探討休閒農業區遊客體驗遊戲化之影響研究
書刊名:觀光休閒學報
作者:沈雅茹黃文雄 引用關係劉瓊如陳萱
作者(外文):Shen, Ya-juHuang, Wen-shiungLiu, Chyong-ruChen, Hsuan
出版日期:2022
卷期:28:1
頁次:頁39-65
主題關鍵詞:休閒農業區遊戲化流暢體驗Recreation agriculture areaGamificationFlow experience
原始連結:連回原系統網址new window
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  • 點閱點閱:4
期刊論文
1.Kim, T. T.、Kim, W. G.、Kim, H.-B.(2009)。The effects of perceived justice on recovery satisfaction, trust, word-of-mouth, and revisit intention in upscale hotels。Tourism Management,30(1),51-62。  new window
2.Wu, C. H.-J.、Liang, R.-D.(2011)。The relationship between white-water rafting experience formation and customer reaction: A flow theory perspective。Tourism Management,32(2),317-325。  new window
3.Moyer-Gusé, E.(2008)。Toward a theory of entertainment persuasion: Explaining the persuasive effects of entertainment-education messages。Communication Theory,18(3),407-425。  new window
4.Kiili, K.(2005)。Digital game-based learning: Towards an experiential gaming model。The Internet and Higher Education,8(1),13-24。  new window
5.Charlett, D.、Garland, R.、Marr, N.(1995)。How damaging is negative word of mouth?。Marketing Bulletin,6(1),42-50。  new window
6.Deci, E. L.、Ryan, R. M.(1980)。The Empirical Exploration of Intrinsic Motivational Processes。Advances in Experimental Social Psychology,13,39-80。  new window
7.Chi, C. G.-Q.、Qu, H.(2008)。Examining the structural relationships of destination image, tourist satisfaction and destination loyalty: An integrated approach。Tourism management,29(4),624-636。  new window
8.Seaborn, Katie、Fels, Deborah I.(2015)。Gamification in theory and action: A survey。International Journal of Human-Computer Studies,74,14-31。  new window
9.Correia Loureiro, S. M.、Kaufmann, H. R.(2012)。Explaining Love of Wine Brands。Journal of Promotion Management,18(3),329-343。  new window
10.Hanus, M. D.、Fox, J.(2015)。Assessing the effects of gamification in the classroom: A longitudinal study on intrinsic motivation, social comparison, satisfaction, effort, and academic performance。Computers & Education,80,152-161。  new window
11.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
12.Holmbeck, G. N.(1997)。Toward terminological, conceptual, and statistical clarity in the study of mediators and moderators: Examples from the child-clinical and pediatric psychology literatures。Journal of consulting and clinical psychology,65(4),599-610。  new window
13.Huotari, K.、Hamari, J.(2017)。A definition for gamification: Anchoring gamification in the service marketing literature。Electronic Markets,27(1),21-31。  new window
14.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
15.Calvo-Porral, C.、Faíña-Medín, A.、Nieto-Mengotti, M.(2017)。Exploring technology satisfaction: An approach through the flow experience。Computers in Human Behavior,66,400-408。  new window
16.Kim, M.、Thapa, B.(2018)。Perceived value and flow experience: Application in a nature-based tourism context。Journal of Destination Marketing & Management,8(1),373-384。  new window
17.Chen, X.、Cheng, Z. F.、Kim, G. B.(2020)。Make It Memorable: Tourism Experience, Fun, Recommendation and Revisit Intentions of Chinese Outbound Tourists。Sustainability,12(5),(1904)1-(1904)24。  new window
18.Koivisto, J.、Hamari, J.(2019)。The rise of motivational information systems: A review of gamification research。International Journal of Information Management,45,191-210。  new window
19.Hu, Li-tze、Bentler, Peter M.(1999)。Cutoff criteria for fit indexes in covariance structure analysis: Conventional criteria versus new alternatives。Structural Equation Modeling: A Multidisciplinary Journal,6(1),1-55。  new window
20.Xu, Feifei、Buhalis, Dimitrios、Weber, Jessika(2017)。Serious games and the gamification of tourism。Tourism Management,60,244-256。  new window
21.顏建賢(20080600)。Leisure Agriculture as a Rural Revitalization Strategy in Taiwan。鄉村旅遊研究,2(1),53-62。new window  new window
22.Amatulli, C.、Peluso, A. M.、Sestino, A.、Petruzzellis, L.、Guido, G.(2021)。The role of psychological flow in adventure tourism: Sociodemographic antecedents and consequences on word-of-mouth and life satisfaction。Journal of Sport & Tourism,25(4),353-369。  new window
23.Bahtiar, A. R.、Segara, A. J. T.、Suyoto, S.(2020)。Design of smart gamification in village tourism: An Indonesian case study。International Journal of Engineering Pedagogy,10(1),82-93。  new window
24.De Kerviler, G.、Rodriguez, C. M.(2019)。Luxury brand experiences and relationship quality for Millennials: The role of self-expansion。Journal of Business Research,102,250-262。  new window
25.Fu, X.、Kang, J.、Hahm, J. J.、Wiitala, J.(2020)。Investigating the consequences of theme park experience through the lenses of self-congruity and flow。International Journal of Contemporary Hospitality Management,32(3),1181-1199。  new window
26.Garcia, A.、Linaza, M. T.、Gutierrez, A.、Garcia, E.(2019)。Gamified mobile experiences: Smart technologies for tourism destinations。Tourism Review,74(1),30-49。  new window
27.Goehle, G.(2013)。Gamification and web-based homework。Primus,23(3),234-246。  new window
28.Jang, H. W.、Lee, S. B.(2019)。Applying effective sensory marketing to sustainable coffee shop business management。Sustainability,11(22)。  new window
29.Jang, M.、Lee, R.、Yoo, B.(2021)。Does fun or freebie increase in-app purchase?。Information Systems and e-Business Management,19(2),439-457。  new window
30.Kagermeier, A.(2016)。Gamification in Tourism. Designing memobable experiences。Zeitschrift für Tourismuswissenschaft,8(1),164。  new window
31.Lee, B. C.(2019)。The effect of gamification on psychological and behavioral outcomes: Implications for cruise tourism destinations。Sustainability,11(11)。  new window
32.Liu, C. R.、Wang, Y. C.、Huang, W. S.、Tang, W. C.(2019)。Festival gamification: Conceptualization and scale development。Tourism Management,74,370-381。  new window
33.Lucassen, G.、Jansen, S.(2014)。Gamification in consumer marketing-future or fallacy?。Procedia: Social and Behavioral Sciences,148,194-202。  new window
34.Martins, J.、Costa, C.、Oliveira, T.、Gonçalves, R.、Branco, F.(2019)。How smartphone advertising influences consumers' purchase intention。Journal of Business Research,94,378-387。  new window
35.Przybylski, A. K.、Deci, E. L.、Rigby, C. S.、Ryan, R. M.(2014)。Competence-impeding electronic games and players' aggressive feelings, thoughts, and behaviors。Journal of Personality and Social Psychology,106(3),441-457。  new window
36.Sigala, M.(2015)。Applying gamification and assessing its effectiveness in a tourism context: Behavioral and psychological outcomes of the TripAdvisor's gamification users。Asia Pacific Journal of Information Systems,25(1),179-210。  new window
37.Snodgrass, J. G.、Lacy, M. G.、Dengah, H. F.、Batchelder, G.、Eisenhower, S.、Thompson, R. S.(2016)。Culture and the jitters: Guild affiliation and online gaming eustress/distress。Ethos,44(1),50-78。  new window
38.Thakur, R.(2018)。Customer engagement and online reviews。Journal of Retailing and Consumer Services,41,48-59。  new window
39.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
40.Ryan, Richard M.、Deci, Edward L.、Kuhl, Julius(1997)。Nature and Autonomy: An Organizational View of Social and Neurobiological Aspects of Self-regulation in Behavior and Development。Development and Psychopathology,9(4),701-728。  new window
會議論文
1.Xu, F.、Weber, J.、Buhalis, D.(2014)。Gamification in tourism。Information and Communication Technologies in Tourism 2014,(會議日期: January 21-24, 2014)。Springer。525-537。  new window
2.Hu, R.、Shang, J.(2018)。Application of gamification to blended learning in elementary math instructional design。International conference on blended learning。Springer。93-104。  new window
圖書
1.McGonigal, J.(2011)。Reality is broken: Why games make us better and how they can change the world。Penguin Press。  new window
2.Jöreskog. K. G.、Sörbom, D.(1993)。LISREL 8: A guide to the program and applications。SPSS。  new window
3.Oaklander, V.(1988)。Windows to our children: A gestalt therapy approach to children and adolescents。The Gestalt Journal Press。  new window
4.Pine, B. J. II、Gilmore, J. H.(1999)。The experience economy: work is theatre and every business a stage。Harvard Business School Press。  new window
5.Csíkszentmihályi, Mihály(1975)。Beyond boredom and anxiety。San Francisco, CA:Jossey-Bass。  new window
6.Zichermann, G.、Linder, J.(2013)。The Gamification Revolution: How Leaders Leverage Game Mechanics to Crush the Competition。McGraw Hill Professional。  new window
7.Schell, Jesse(2008)。The Art of Game Design: A Book of Lenses。CRC Press。  new window
8.Deci, Edward L.、Ryan, Richard M.(2002)。Handbook of self-determination research。University of Rochester Press。  new window
9.Kline, Rex B.(2011)。Principles and Practice of Structural Equation Modeling。Guilford Press。  new window
10.Crawford, C.(2011)。The art of computer game design。Amazon Digital Services。  new window
11.Koster, R.(2013)。A theory of fun for game design。O'Reilly & Associates Inc.。  new window
12.Hair, Joseph F. Jr.、Black, William C.、Babin, Barry J.、Anderson, Rolph E.、Tatham, Ronald L.、Black, W. C.(2019)。Multivariate data analysis。Cengage。  new window
其他
1.農業易遊網(20200115)。雙潭休閒農業區,https://ezgo.coa.gov.tw/zh-TW/Front/Agri/Detail/22。  延伸查詢new window
2.農業易遊網(20200115)。桃米休閒農業區,https://ezgo.coa.gov.tw/zh-TW/Front/Agri/Detail/49。  延伸查詢new window
圖書論文
1.Han, Seongyeul(1988)。The Relationship Between Life Satisfaction and Flow in Elderly Korean Immigrants。Optimal Experience: Psychological Studies of Flow in Consciousness。Cambridge University Press。  new window
2.Cossu, S. M.(2019)。Designing fun games。Game development with gamemaker studio 2。Apress。  new window
3.Roth, G.(2019)。Beyond the quantity of motivation: Quality of motivation in self-determination theory。Social psychology in action。Springer。  new window
4.Sailer, M.、Hense, J.、Mandl, H.、Klevers, M.(2017)。Fostering development of work competencies and motivation via gamification。Competence-based vocational and professional education。Springer。  new window
 
 
 
 
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