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來源文獻資料
摘要
外文摘要
引文資料
題名:
從結構理論分析線上遊戲產業之經營者與玩家的互動
書刊名:
資訊社會研究
作者:
游佳萍
/
張錦洲
/
林宛縈
作者(外文):
Yu, Chia-ping
/
Chang, Chin-chou
/
Lin, Wan-ying
出版日期:
2008
卷期:
15
頁次:
頁83-113
主題關鍵詞:
結構理論
;
虛擬社群
;
線上遊戲
;
Structure theory
;
Virtual community
;
Online game
原始連結:
連回原系統網址
相關次數:
被引用次數:期刊(
1
) 博士論文(
2
) 專書(0) 專書論文(0)
排除自我引用:
1
共同引用:0
點閱:19
本研究以結構理論為基礎,探討玩家及經營者行為之間的互動關係。抽樣對象以目前國內最大遊戲經營者智冠科技股份有限公司為研究對象,線上遊戲玩家則以其所代理的「仙境傳說」以及「金庸群俠傳」遊戲使用者為研究對象。本研究透過資料分析及探討獲得以下結果:第一、在未來線上遊戲市場中,業者將從傳統遊戲供應商轉型成為遊戲服務商;第二、豐富社群關係為玩家長期停留在遊戲中的主要動力。第三、在線上遊戲經營中,對經營者而言,玩家的管理是一項困難,但卻非常重要的課題。組織應該更重視如何透過三個動態循環(組織計劃、資源、規範),推動線上遊戲虛擬社群之經營策略,使經營者與玩家成為生命共同體,持續進行良性且正向的互動。第四、目前經營者與玩家之間存在溝通盲點,彼此間無法進行良性的雙向互動,雙方認知落差造成玩家與經營者的隔閡。本研究貢獻有二點:第一、本研究採用結構理論,運用在線上遊戲,說明線上遊戲經營者與使用者動態的交互關係,對虛擬社群經營與發展的影響。第二、透過個案分析進行線上遊戲虛擬社群經營之研究,期待有助於業界經營虛擬社群。
以文找文
This research attempts to investigate the virtual communities of on-line game industry. Based on structure theory, we try to examine the issues regarding interpretation, resource and norm of on-line game industry. Our study adopts interviewing method to collect data from on-line game participants. Our target sample is the most popular on-line game in Taiwan, and subjects are game players and company stuff members. There are four findings in our study. First, this game company will transform from a game producer into a game services provider. Second, rich cyber relationship keeps players enjoying the on-line game life day after day. Third, the game producers have to focus on management of on-line game community, keeping and attracting game players. Finally, a lack of smooth and structural communication between the industrialists and players leads to conflict. There are two contributions from this study. First, we use structure theory to capture the behavior of on-line game company and players, and describe the interaction and conflict between them. Second, our findings provide some suggestions for the management, and several implications of on-line game community.
以文找文
期刊論文
1.
Kang, I.、Lee, K. C.、Lee, S.、Choi, J.(2007)。Investigation of Online Community Voluntary Behavior Using Cognitive Map。Computers in Human Behavior,23(1),111-126。
2.
Koh, J.、Kim, Y. G.(2004)。Knowledge Sharing in Virtual Commuities: An E-business Perspective。Expert Systems with Applications,26(2),155-166。
3.
Baroudi, Jack J.、Olson, Margrethe H.、Ives, Blake(1986)。An Empirical Study of the Impact of User Involvement on System Usage and Information Satisfaction。Communications of the ACM,29(3),232-238。
4.
Blanchard, A.(2004)。Virtual behavior settings: An application of behavior setting theories to virtual communities。Journal of Computer Mediated Communication,9(2)。
5.
Barnatt, C.(1998)。Virtual communities and financial services - on-line business potentials and strategic choice。International Journal of Banking Marketing,16(4),161-169。
6.
Orlikowski, Wanda J.(2000)。Using technology and constituting structures: A practice lens for studying technology in organizations。Organization Science,11(4),404-428。
7.
Blanchard, A. L.(2008)。Testing a Model of Sense of Virtual Community。Computers in Human Behavior,24(5),2107-2123。
8.
Orlikowski, W. J.、Gash, D. C.(1994)。Technology Frames: Making Sense of Information Technology in Organizations。ACM Transactions on Information Systems,12(2),174-207。
9.
Davidson, E. J.(2002)。Technology Frames and Framing: A Socio-Cognitive Investigation of Requirements Determination。MIS Quarterly,26(4),329-358。
10.
Levinson, Daniel J.(1959)。Role, personality, and social structure in the organizational setting。The Journal of Abnormal and Social Psychology,58(2),170-180。
11.
Romm, Celia、Pliskin, Nava、Clarke, Rodney(1997)。Virtual Communities and Society: Toward an Integrative Three Phase Model。International Journal of Information Management,17(4),261-270。
12.
Preece, J.(2001)。Sociability and usability in online communities: Determining and measuring success。Behaviour & Information Technology,20(5),347-356。
13.
Pandit, Naresh R.(1996)。The Creation of Theory: A Recent Application of the Grounded Theory Method。The Qualitative Report,2(4),1-15。
14.
Bagozzi, Richard P.、Dholakia, Utpal M.(2002)。Intentional Social Action in Virtual Communities。Journal of Interactive Marketing,16(2),2-21。
15.
Baym, N.(1993)。Interpreting Soap Operas and Creating Community: Inside an electronic fan culture。Journal of Folklore Research,30(2/3),143-177。
16.
Bishop, J.(2007)。Increasing participation in online communities: A framework for human–computer interaction。Computers in Human Behavior,23(4),1881-1893。
17.
Maloney-Krichmar, D.、Preece, J.(2005)。A multilevel analysis of sociability, usability and community dynamics in an online health community。Transactions on Human-Computer Interaction,12 (2),201–232。
18.
Mathwick, C.(2002)。Understanding the online consumer: A typology of online relational norms and behavior。Journal of Interactive Marketing,16(1),40-55。
19.
Orlikowskiy, W. J.、Robey, D.(1991)。Information Technology and the Structuring of Organization。Information System Research,2(2),143-171。
20.
Larossa, R.(2005)。Grounded Theory Methods and Qualitative Family Research。Journal of Marriage and Family,67(4),837-857。
21.
De Souza, C. S.、Preece, J.(2004)。A framework for analyzing and understanding online communities。Interacting with Computers,16 (3),579–610。
22.
Gronholdt, L.、Martensen, A.、Kristensen K.(2000)。The Relation Between Customer Satisfaction and Loyalty: cross-industry Different。Total Quality Management,1(11),S509-S514。
23.
Kardaras, D.、Karakostas, B.(2000)。Virtual communities in banking: An empirical study。Bis 2000,245–254。
24.
Kim, W.G.、Lee, C.、Hiemstra, S.J.(2004)。Effects of an online virtual community on customer loyalty and travel product purchases。Expert Systems with Applications,26 (2),155-166。
會議論文
1.
Schubert, P.、Koch, M.(2002)。The Power of Personalization: Customer Collaboration and Virtual Communities。Dallas, TX.。
2.
Schubert, P.(2002)。The Pivotal Role of Community Building in Electronic Commerce1-8。
圖書
1.
Preece, Jenny(2000)。Online Communities: Designing Usability, Supporting Sociability。John Wiley & Sons。
2.
Hagel, John III、Armstrong, Arthur G.(1997)。Net Gain: Expanding Markets Through Virtual Communities。Harvard Business School Press。
3.
Giddens, Anthony(1984)。The Constitution of Society: Outline of the Theory of Structuration。Cambridge:Polity Press。
4.
Alessi, S. M.、Trollip, S. R.(1985)。Computer-based instruction: Methods and development。Englewood Cliffs, NJ:Prentice-Hall。
5.
Rheingold, Howard(1993)。The Virtual Community: Homesteading on the Electronic Frontier。Addison-Wesley Publishing Company。
6.
Strauss, Anselm、Corbin, Juliet(1998)。Basics of Qualitative Research: Techniques and Procedures for Developing Grounder Theory。Sage。
7.
Patrovsky, B.、Mulligan, J.(2003)。Developing Online Game: An insider guide。
8.
Ryan, J.(1995)。A Uses and Gratification Study of The Internet Social Interaction Site LambdaMOO: Talking with DINOS。Thesis for Master Degree。
其他
1.
Brown, S. L.,Tilton, A.,Woodside, D. M.(2002)。The case for on-line communities, The Mckinsey Quarterly 1,Http://www.mckinseyquarterly.com, 20041001。
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