| 期刊論文1. | 林宇玲(20050600)。從性別角度探討偏遠地區學童的網頁製作。女學學誌,19,105-156。 延伸查詢 | 2. | 張弘毅、林姿君(20030600)。國高中生對網路遊戲的使用研究。教學科技與媒體,64,36-52。 延伸查詢 | 3. | Bryce, J.、Rutter, J.(2003)。Gender dynamics and the social and spatial organization of computer gaming。Leisure Studies,22(1),1-15。 | 4. | Livingstone, Sonia(2003)。Children's Use of the Internet: Reflections on the Emerging Research Agenda。New Media & Society,5(2),147-166。 | 5. | Schleiner, Anne-Marie(2001)。Does Lara Croft Wear Fake Polygons? Gender and Gender-role Subversion in Computer Adventure Games。Leonardo,34(3),221-226。 | 6. | Lucas, Kristen、Sherry, John L.(2004)。Sex Differences in Video Game Play: A Communication-based Explanation。Communication Research,31(5),499-523。 | 7. | 林宇玲(20050100)。偏遠地區兒童的網路使用與性別化同儕文化的發展。新聞學研究,82,87-131。 延伸查詢 | 8. | 紀惠英、劉錫麒(20000600)。泰雅族兒童的學習世界。花蓮師院學報,10,65-100。 延伸查詢 | 9. | 朱慧清(20000800)。從原住民學童的學校成就談家庭文化的衝擊。原住民教育季刊,19,41-49。 延伸查詢 | 10. | Lather, P.(1992)。Critical frames in educational research: Feminist and post-structural perspectives。Theory into Practice,31(2),87-99。 | 11. | 李順興(20020300)。「玩家+化身」的狂想曲:論電玩的制動角色與環境。Intergrams,4(1),(1)1-(1)41。 延伸查詢 | 12. | 譚光鼎、林明芳(20020600)。原住民學童學習式態的特質--花蓮縣秀林鄉泰雅族學童之探討。教育研究集刊,48(2),233-261。 延伸查詢 | 13. | Boyle, D. Ellen、Marshall, Nancy L.、Robeson, Wendy W.(2003)。Gender at Play: Fourth-grade Girls and Boys on the Playground。American Behavioral Scientist,46(10),1326-1345。 | 14. | 徐廷兆(2004)。偏遠地區資訊服務推動現況。研考雙月刊,28(1),103-111。 延伸查詢 | 15. | 江桂珍(2004)。概述烏來泰雅族。國立歷史博物館館刊:歷史文物,14(5),38-50。 延伸查詢 | 16. | 陳怡安(2002)。線上遊戲之新天堂樂園。資訊社會研究,3,183-214。 延伸查詢 | 17. | Nightingale, Andrea(2003)。A Feminist in the Forest: Situated Knowledges and Mixing Methods in Natural Resource Management。ACME: An International E-Journal for Critical Geographies,2(1),77-90。 | 18. | Van Schie, Emil G. M.、Wiegman, Oene(1997)。Children and Videogames: Leisure Activities, Aggression, Social Integration, and School Performance。Journal of Applied Social Psychology,27(13),1175-1194。 | 19. | Orleans, Myron、Laney, Margaret C.(2000)。Children's Computer Use in the Home: Isolation or Sociation?。Social Science Computer Review,18(1),56-72。 | 20. | Funk, Jeanne B.、Buchman, Debra D.(1996)。Children's Perceptions of Gender Differences in Social Approval for Playing Electronic Games。Sex Roles,35(3/ 4),219-231。 | 21. | Malin, Merridy(2003)。Competing Interests between Researcher, Teacher and Student in the Ethics of Classroom Ethnography。Westminster Studies in Education,26(1),21-31。 | 22. | Brumbaugh, A. M.、Lee, R. G.(2003)。Gender and Technology-based Games。Advances in Consumer Research,30,91-93。 | 23. | Meetoo, Danny、Temple, Bogusia(2003)。Issues in Multi-method Research: Constructing Self-care。International Journal of Qualitative Methods,2(3)。 | 24. | Darbyshire, P.、MacDougall, C.、Schiller, W.(2005)。Multiple Methods in Qualitative Research with Children: More Insight or Just More?。Qualitative Research,5(4),417-436。 | 25. | Polsky, Allyson D.(2001)。Skins, Patches, and Plug-ins: Becoming Woman in the New Gaming Culture。Genders,34。 | 26. | Gentile, Douglas A.、Lynch, Paul J.、Linder, Jennifer Ruh、Walsh, David A.(2004)。The Effect of Violent Video Game Habits on Adolescent Hostility, Aggressive Behaviors, and School Performance。Journal of Adolescence,27(1),5-22。 | 27. | Morse, Janice M.、Chung, Seung Eun(2003)。Toward Holism: The Significance of Methodological Pluralism。International Journal of Qualitative Methods,2(3)。 | 28. | Walkerdine, Valerie(1999)。Violent Boys and Precocious Girls: Regulating Childhood at the End of the Millennium。Contemporary Issues in Early Childhood,1(1),3-23。 | 會議論文1. | 傅麗玉、張志立(2002)。初探青少年網路族群不平等:以竹苗地區泰雅族與平地國中生為例。0。 延伸查詢 | 2. | Beavis, Catherine(1998)。Computer Games: Youth Culture, Resistant Readers and Consuming Passions。0。 | 3. | 趙小玲、劉奕蘭(1999)。國小學童所知覺的父母婚姻暴力與行為問題關聯之研究。0。 延伸查詢 | 4. | 浦忠勇(2001)。數位科技會使原住民更邊緣化嗎?-談「社會公平與數位落差」。0。 延伸查詢 | 學位論文1. | 趙梅華(2002)。電腦冒險遊戲對國小高年級學童的創造力、問題解決能力與成就動機之影響(碩士論文)。國立臺南師範學院。 延伸查詢 | 2. | 鄭朝誠(2004)。線上遊戲玩家的遊戲行動與意義(碩士論文)。世新大學。 延伸查詢 | 3. | 黃雅慧(2004)。虛擬世界中的真實人生:線上遊戲成癮現象及其相關因素探究(碩士論文)。世新大學。 延伸查詢 | 4. | 羅幼蓮(1998)。桃園縣國小原住民與非原住民學生性知識來源、性知識與性態度之研究(碩士論文)。國立花蓮師範學院。 延伸查詢 | 5. | 林育賢(2001)。電玩暴力對學童攻擊行為之效果研究(碩士論文)。世新大學,臺北。 延伸查詢 | 6. | 賴柏偉(2002)。虛擬社群:一個想像共同體的形成--以線上角色扮演遊戲《網路創世紀》為例(碩士論文)。世新大學。 延伸查詢 | 7. | 侯蓉蘭(2003)。角色扮演的網路遊戲對少年自我認同的影響(碩士論文)。東海大學,台中。 延伸查詢 | 8. | 邱絨軒(2004)。沉迷網路遊戲高中生心理經驗之研究(碩士論文)。國立高雄師範大學。 延伸查詢 | 9. | 王盈惠(2002)。國中生電子遊戲經驗與學習參與、人際關係、偏差行為之關係研究(碩士論文)。國立高雄師範大學,高雄。 延伸查詢 | 10. | 郭孟佳(2005)。公主變女傭:觀光發展下的烏來泰雅族女性(碩士論文)。世新大學。 延伸查詢 | 11. | 蘇船利(2002)。學童暴力電子遊戲經驗與死亡概念、死亡態度相關性之研究(碩士論文)。臺東師範學院。 延伸查詢 | 12. | 羅健霖(2002)。泰雅族男童的世界觀:兼論其教育意義(碩士論文)。國立花蓮師範學院。 延伸查詢 | 13. | 李士傑(1998)。民眾參與的網路運動-推動「偏遠地區上網」計畫的經驗研究,0。 延伸查詢 | 14. | 莊元妤(2002)。臺北市國小高年級兒童電腦遊戲行為與創造力、寂寞感之相關研究,0。 延伸查詢 | 15. | 林奎佑(2003)。電玩-慾望與機器的共生體,0。 延伸查詢 | 16. | Chu, Kaitlan Chunhui(2004)。Gender Reactions to Games for Learning among Fifth and Eighth Graders,0。 | 17. | 黃田正美(2005)。「非父系社會」原住民國中生性別價值觀與態度之探討,0。 延伸查詢 | 圖書1. | Berger, A. A.(2002)。Video games: A popular culture phenomenon。New Brunswick, New Jersey:Transaction。 | 2. | Connolly, Paul(1998)。Racism, Gender Identities and Young Children: Social Relations in a Multi-ethnic, Inner-city Primary School。Racism, Gender Identities and Young Children: Social Relations in a Multi-ethnic, Inner-city Primary School。London, UK:Routledge。 | 3. | Skelton, C.(2001)。Schooling the boys: Masculinities and primary education。Buckingham:Open University Press。 | 4. | 陳俞霖(2003)。網路同儕對N世代青少年的意義:認同感的追尋。高雄:嘉義縣大林鎮:復文:南華大學社會學研究所。 延伸查詢 | 5. | Fiske, John(1989)。Reading the Popular。London:Routledge。 | 6. | 林宇玲(20020000)。網路與性別。臺北:華之鳳科技。 延伸查詢 | 7. | Hardign, S.(1986)。The Science Question in Feminism。Milton Keynes:Open University Press。 | 8. | Nakamura, Lisa(2002)。Cybertypes: Race, Ethnicity, and Identity on the Internet。Cybertypes: Race, Ethnicity, and Identity on the Internet。New York, NY/ London, UK:Routledge。 | 9. | Smith, Charles A.、呂翠夏(2002)。兒童的社會發展:策略與活動。臺北市:桂冠。 延伸查詢 | 10. | Buckingham, David(2002)。The Electronic Generation? Children and New Media。Handbook of New Media: Social Shaping and Consequences of ICTs。London, UK。 | 11. | Greenfield, Patricia Marks(1984)。Mind and Media: The Effects of Television, Video Games and Computers。Mind and Media: The Effects of Television, Video Games and Computers。London, UK。 | 12. | MacNaughton, Glenda(2000)。Rethinking Gender in Early Childhood Education。Rethinking Gender in Early Childhood Education。St Leonards, Australia。 | 13. | Orr Vered, Karen(1998)。Blue Group Boys Play Incredible Machine, Girls Play Hopscotch: Social Discourse and Gendered Play at the Computer。Digital Diversions: Youth Culture in the Age of Multimedia。London, UK。 | 14. | Cassell, Justine、Jenkins, Henry(1998)。Chess for Girls? Feminism and Computer Games。From Barbie to Mortal Kombat: Gender and Computer Games。Cambridge, MA。 | 15. | Jenkins, Henry(1998)。Complete Freedom of Movement: Video Games as Gendered Play Spaces。From Barbie to Mortal Kombat: Gender and Computer Games。Cambridge, MA。 | 16. | Alloway, Nola、Gilbert, Pam(1998)。Video Game Culture: Playing with Masculinity, Violence and Pleasure。Wired-up: Young People and the Electronic Media。London, UK。 | 17. | Yates, Simeon J.、Littleton, Karen(2001)。Understanding Computer Game Cultures: A Situated Approach。Virtual Gender: Technology, Consumption and Identity。London, UK。 | 18. | Oksman, Virpi(2002)。"So I Got It into My Head That I Should Set up My Own Stable..." Creating Virtual Stables on the Internet as Girls' Own Computer Culture。Women & Everyday Uses of the Internet: Agency & Identity。New York, NY。 | 19. | Nakamura, Lisa(2004)。Interrogating the Digital Divide: The Political Economy of Race and Commerce in New Media。Society Online: The Internet in Context。London, UK。 | 其他1. | Chandler, D.(1994)。Video Games and Young Players,0。 | 2. | American Association of University Women(2000)。Girls and Computer Games,0。 | 3. | Wright, K.(2000)。In Their Own Voices: 'Girls on Track',0。 | 4. | Livingstone, Sonia,Bovill, Moira(2001)。Families and the Internet: An Observational Study of Children and Young People's Internet Use,0。 | 5. | Jenkins, H.(2001)。From Barbie to Mortal Kombat: Further Reflections,0。 | 6. | Kaufmann, Jodi(2001)。Oppositional Feminist Ethnography: What Does It Have to Offer Adult Education?,0。 | 7. | Ivory, J. D.(2001)。Video Games and the Elusive Search for Their Effects on Children: An Assessment of Twenty Years of Research,0。 | 8. | Liberman, C. J.(2002)。Analyzing the Gaming Culture: Do Gender and Age Play a Role in the Utilization of and Motivation for Video Games?,0。 | 9. | Bryce, Jo,Rutter, Jason(2002)。Killing Like a Girl: Gendered Gaming and Girl Gamers' Visibility,0。 | 10. | Merriam, Sharan B.(2002)。The Nature of Qualitative Inquiry: Introduction to Qualitative Research,0。 | 11. | Fromme, Johannes(2003)。Computer Game as a Part of Children's Culture,0。 | 12. | Agosto, Denise E.(2003)。Girls and Gaming: A Summary of the Research with Implications for Practice,0。 | 13. | Kerr, Aphra(2003)。Girls Just Want to Have Fun,0。 | 14. | Bryce, Jo,Rutter, Jason(2003)。The Gendering of Computer Gaming: Experience and Space,0。 | 15. | 行政院發展考核研究委員會(2005)。94個人�家戶數位調查報告,0。 延伸查詢 | 圖書論文1. | Lax, S.(2001)。Information, Education and Inequality: Is New Technology the Solution?。Access Denied in the Information Age。London:Palgrave。 | |
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