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題名:從MMORPG中的玩家動機看社群形成與認同航道
書刊名:資訊社會研究
作者:楊馥祤廖長彥 引用關係
作者(外文):Yang, Euphony F. Y.Liao, Calvin C. Y.
出版日期:2009
卷期:17
頁次:頁185-204
主題關鍵詞:認同社化動機實踐社群MMORPGIdentitySociationMotivationCommunity of practice
原始連結:連回原系統網址new window
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  • 點閱點閱:48
MMORPG中的互動特性,促使玩家創造大量虛擬公會社群,讓公會對玩家遊戲投入可能造成的影響成為重要議題。本研究利用Simmel的社型理論,剖析公會社群形成之於玩家的必要性,探討公會如何因應玩家的遊戲需求,在兩造作利益交換,以及玩家間如何運用彼此的角色特質,透過相互補償,使交互作用達到平衡,文末以Wenger (1998)實踐社群中的認同概念為探照燈,分析Yee (2006)玩家線上遊戲三動機:成就、社會和浸泡,探究玩家如何藉由參與,發現角色的自我價值與能力,從而發展其認同航道。
期刊論文
1.Yee, Nick(2006)。Motivations for play in online games。Cyberpsychology & behavior: the impact of the Internet, multimedia and virtual reality on behavior and society,9(6),772-775。  new window
2.Bessiere, K.、Seay, F.、Kiesler, S.(2007)。The Ideal Elf: Identity Exploration in World of Warcraft。CyberPsychology and Behavior,10(4),530-535。  new window
3.Ducheneaut, N.、Yee, N.、Nickell, E.、Moore, R. J.(2006)。Building an MMO With Mass Appeal: A Look at Gameplay in World of Warcraft。Games and Culture,1(4),281-317。  new window
4.Hollenbeck, J. R.、Ilgen, D.R.、Sego, D J、Hedlund, J.、Major, D. A.、Phillips, J.(1995)。Multilevel theory of team decision making: Decision performance in teams incorporating distributed expertise。Journal ofApplied Psychology,80,292-316。  new window
5.Manninen, T.、Kujanpää, T.(2007)。The Value of Virtual Assets-The Role of Game Characters in MMOGs。International Journal of Business Science and Applied Management,2(1),21-33。  new window
會議論文
1.Ducheneaut, N.、Yee, N.、Nickell, E.、Moore, R. J.(2006)。Alone Together? Exploring the Social Dynamics of Massively Multiplayer Games。Montreal, PQ, Canad。407-416。  new window
2.Ducheneaut, N.、Yee, N.、Nickell, E.、Moore, R. J.(2007)。The life and death of online gaming communities: a look at guilds in world of warcraft。San, Jose, California, USA。839 -848。  new window
圖書
1.齊美爾•蓋奧爾格、林榮遠(2002)。社會是如何可能的:齊美爾社會學文選。桂林:廣西師範大學出版社。  延伸查詢new window
2.Rouse, R.(2000)。Game design: Theory & practice。Texas:Wordware Publishing。  new window
3.Wenger, E.(1998)。Communities at practice: Learning, meaning, and identity。England:Cambridge University Press。  new window
4.Lave, Jean、Wenger, Etienne(1991)。Situated learning: Legitimate Peripheral Participation。Cambridge University Press。  new window
5.Axelrod, Robert M.(1984)。The Evolution of Cooperation。Basic Books。  new window
6.Shaffer, D. W.、Gee, J. P.(2006)。How Computer Games Help Children Learn。New York。  new window
其他
1.Jakobson, M.,Taylor, T.L.(2003)。The Sopranos Meets EverQuest: Social Networking in Massively Multiplayer Online Games,http://rmit.edu.au/dac/papers/Jakobsson.pdf, 20070819。  new window
2.Pisan, Y.(2007)。My guild, my people: role of guilds in massively multiplayer online games,http://delivery.acm.org/10.1145/1370000/1367976/a20-pisan.pdf?key1=1367976&key2=7212001421&coll=GUIDE&dl=GUIDE&CFID=32508069&CFTOKEN=28859752, 20090220。  new window
3.Wolf, K. D.。Communities of Practice in MMORPGs: An Entry Point into Addiction?,http://www.iisi.de/fileadmin/IISI/upload/C_T/2007/Wolf.pdf., 20090310。  new window
 
 
 
 
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