:::

詳目顯示

回上一頁
題名:以社群觀點研究線上遊戲使用者參與動機
書刊名:電子商務研究
作者:林娟娟 引用關係蘇政泓
作者(外文):Lin, Judy Chuan-chuanSu, Jeng-hung
出版日期:2007
卷期:5:1
頁次:頁31-53
主題關鍵詞:社群識別識別效應線上遊戲虛擬社群CommunityRecognitionEffects of recognitionOnline gameVirtual community
原始連結:連回原系統網址new window
相關次數:
  • 被引用次數被引用次數:期刊(3) 博士論文(0) 專書(0) 專書論文(0)
  • 排除自我引用排除自我引用:3
  • 共同引用共同引用:0
  • 點閱點閱:44
期刊論文
1.Igbaria, M.、Iivari, J.、Maragahh, H.(1995)。Why Do Individual Use Computer Technology? A Finnish Case Study。Information & Management,29(5),227-238。  new window
2.Rosenberg, Morris、Schooler, Carmi、Schoenbach, Carrie(1989)。Self-Esteem and Adolescent Problems: Modeling Reciprocal Effects。American Sociological Review,54(6),1004-1018。  new window
3.Lechner, U.、Hummel, J.(2002)。Business models and system architecture of virtual communities: From a sociological phenomenon to peer to peer architecture。International Journal of Electronic Commerce,6(3),41-53。  new window
4.Oliver, Pamela E.、Marwell, Gerald、Teixeira, Ruy(1985)。A theory of the critical mass: Interdependence, group heterogeneity, and the production of collective action。American Journal of Sociology,91(3),522-556。  new window
5.Armstrong, A.、Hagel, J. III(1995)。Real Profits From Virtual Community。McKinsev Quarterly,3,127-141。  new window
6.Igbaria, M.、Schiffman, S. J.、Wieckowski, T. J.(1994)。The Respective Roles of Perceived Useflillness and Perceived Fun in The Acceptance of Microcomputer Technology。Behavior and Information Technology,13(6),349-361。  new window
7.Webster, J.、Trevino, K. L.、Ryan, L.(1993)。The Dimensionality and Correlateds of Flow in Human-Computer Interactions。Computers in Human Behavior,9(4),411-426。  new window
8.Bandura, A.(1984)。Recycling Misconceptions of Perceived Self-Efficacy。Cognitive Therapy and Research,8(3),231-255。  new window
9.Burroughs, S. M.、Eby, L. T.(1998)。Psychological Sense of Community at Work: A Measurement System and Explanatory Framework。Journal of Community Psychology,26(6),509-532。  new window
10.Chin, W. W.、Gopal, A.(1995)。Adoption Intention in GSS: Relative Importance of Beliefs。ACM SIGMIS Database: the DATABASE for Advances in Information Systems,26(2/3),42-63。  new window
11.Gao, Y.(2004)。Appeal of Online Computer Games: A User Perception。The Electronic Library,22(1),74-78。  new window
12.García, Isabel、Giuliani, Fernando、Wiesenfeld, Esther(1999)。Community and Sense of Community: The Case of an Urban Barrio in Caracas。Journal of Community Psychology,27(6),727-740。  new window
13.Armstrong, Arthur G.、Hagel, John III(1997)。Net Gain: Expanding Markets through Virtual Communities。The McKinsey Quarterly,1,140-153。  new window
14.Hars, A.、Ou, S.(2002)。Working for Free? Motivations for Participating in Open-Source Projects。International Journal Electronic Commerce,6(3),25-39。  new window
15.Kim, Kyung Hoon、Park, Jin Yong、Kim, Dong Yul、Moon, Hak Il、Chun, Ho Chan(2002)。E-lifestyle and Motives to Use Online Games。Irish Marketing Review,15(2),71-77。  new window
16.Obst, Patricia、Zinkiewicz, Lucy、Smith, Sandy G.(2002)。Sense of Community in Science Fiction Fandom, Part 1: Understanding Sense of Community in An International Community of Interest。Journal of Community Psychology,30(1),87-103。  new window
17.Sethi, V.、Carraher, S.(1993)。Developing Measures for Assessing the Organizational Impact of Information Technology: A Comment on Mahmood and Soon's Paper。Decision Sciences,24(4),867-877。  new window
18.Armstrong, A. G.、Hagel, John III(1996)。The real value of on-line communities。Harvard Business Review,74(3),134-141。  new window
19.Zhu, K.、Kraemer, K. L.、Xu, S.(2003)。Electronic business adoption by European firms: A cross-country assessment of the facilitators and inhibitors。European Journal of Information Systems,12(4),251-268。  new window
20.Igbaria, Magid、Parasuraman, Saroj、Baroudi, Jack J.(1996)。A Motivational Model of Microcomputer Usage。Journal of Management Information Systems,13(1),127-143。  new window
21.Rosenberg, Morris、Schooler, Carmi、Schoenbach, Carrie、Rosenberg, Florence(1995)。Global self-esteem and specific self-esteem: different concepts, different outcomes。American Sociological Review,60(1),141-156。  new window
22.Dholakia, Utpal M.、Bagozzi, Richard P.、Pearo, Lisa Klein(2004)。A social influence model of consumer participation in network- and small-group-based virtual communities。International Journal of Research in Marketing,21(3),241-263。  new window
23.Moon, Ji-Won、Kim, Young-Gul(2001)。Extending the TAM for a world-wide-web context。Information & Management,38(4),217-230。  new window
24.van der Heijden, Hans(2004)。User acceptance of hedonic information systems。MIS Quarterly,28(4),695-704。  new window
25.Wasko, Molly McLure、Faraj, Samer(2005)。Why should I share? Examining social capital and knowledge contribution in electronic networks of practice。MIS Quarterly,29(1),35-57。  new window
26.Compeau, Deborah R.、Higgins, Christopher A.(1995)。Computer self-efficacy: development of a measure and initial test。MIS Quarterly,19(2),189-211。  new window
27.McMillan, David W.、Chavis, David M.(1986)。Sense of Community: A Definition and Theory。Journal of Community Psychology,14(1),6-23。  new window
28.Bandura, Albert(1977)。Self-efficacy: Toward a unifying theory of behavioral change。Psychological Review,84(2),191-215。  new window
29.Lou, H.、Luo, W.、Strong, D.(2000)。Perceived critical mass effect on groupware acceptance。European Journal of Information Systems,9(2),91-103。  new window
30.Koh, Joon、Kim, Young-Gul(2003)。Sense of Virtual Community: A Conceptual Framework and Empirical Validation。International Journal of Electronic Commerce,8(2),75-93。  new window
31.Wang, Y.-S.、Wang, Y.-M.、Lin, H.-H.、Tang, T.-I.(2003)。Determinants of user acceptance of Internet banking: an empirical study。International Journal of Service Industry Management,14(5),501-519。  new window
32.Hoffman, Donna L.、Novak, Thomas P.(1996)。Marketing in Hypermedia Computer-Mediated Environments: Conceptual Foundations。Journal of Marketing,60(3),50-68。  new window
33.Hsu, Chin-Lung、Lu, Hsi-Peng(2004)。Why do people play on-line games? An extended TAM with social influences and flow experience。Information & Management,41(7),853-868。  new window
34.Davis, Fred D.、Bagozzi, Richard P.、Warshaw, Paul R.(1992)。Extrinsic and Intrinsic Motivation to Use Computers in the Workplace。Journal of Applied Social Psychology,22(14),1111-1132。  new window
35.Davis, Fred D.、Bagozzi, Richard P.、Warshaw, Paul R.(1989)。User acceptance of computer technology: A comparison of two theoretical models。Management Science,35(8),982-1003。  new window
36.Balasubramanian, Sridhar、Mahajan, Vijay(2001)。The Economic Leverage of the Virtual Community。International Journal of Electronic Commerce,5(3),103-138。  new window
37.Davis, Fred D.(1989)。Perceived Usefulness, Perceived Ease of Use, & User Acceptance of Information Technology。MIS Quarterly,13(3),319-340。  new window
38.Ohanian, Roobina(1990)。Construction and Validation of a Scale to Measure Celebrity Endorsers' Perceived Expertise, Trustworthiness, and Attractiveness。Journal of Advertising,19(3),39-52。  new window
會議論文
1.Blanchard, A. L.、Markus, M. L.(2002)。Sense of virtual community-maintaining the experience of belonging。The 35th Annual Hawaii International Conference on System Science,3566-3575。  new window
2.Chan, C. M. L.、Bhandar, M.、Oh, L. B.、Chan, H. C.(2004)。Recognition and Participation in A Virtual Community。The 37th Annual Hawaii International Conference on System Science。Las Vegas, NV。194-203。  new window
學位論文
1.謝政益(2003)。網路電話接受度之研究(碩士論文)。國立台灣科技大學。  延伸查詢new window
2.徐勝凌(2004)。線上遊戲設計吸引力對顧客滿意度影響之研究(碩士論文)。國立東華大學,花蓮縣。  延伸查詢new window
3.許晉龍(2003)。線上遊戲使用者行為研究(博士論文)。國立台灣科技大學。  延伸查詢new window
4.葉乃菁(2002)。從「群體動力學」探討個人對虛擬社群之接受度--以「cityfamily」為例(碩士論文)。國立臺灣科技大學。  延伸查詢new window
5.蘇芬媛(1996)。Exploring Virtual Community in Computer Networks--A study of MUD(碩士論文)。國立交通大學。  延伸查詢new window
6.陳偉睿(2002)。網際網路之流暢經驗初探性研究(碩士論文)。國立中山大學,高雄市。  延伸查詢new window
7.林子凱(2002)。線上遊戲『天堂』之使用者參與動機與滿意度研究(碩士論文)。國立成功大學。  延伸查詢new window
圖書
1.Nunnally, J. C.(1978)。Psvchoetric Theory。New York:Mcgraw Hill。  new window
2.傅鏡暉(2004)。線上遊戲產業之道:數位內容、營運經驗。台北市:上奇科技。  延伸查詢new window
3.Gusfield, Joseph R.(1975)。Community: A Critical Response。New York:Harper & Row。  new window
4.余民寧(2006)。潛在變項模式:SIMPLIS的應用。高等教育。  延伸查詢new window
5.Csikszentmihalyi, Mihaly(1975)。Beyond Boredom and Anxiety: The Experience of Play in Work and Games。Jossey-Bass。  new window
單篇論文
1.McMillan, D. W.(1976)。Sense of community: An attempt at definition,Nashville, TN:George Peabody College for Teachers。  new window
其他
1.羅家德(1999)。虛擬社群EC,http://www.ecpress.com.tw/virtualociety。  延伸查詢new window
2.(2005)。亞太線上遊戲持續發燒,http://www.find.org.tw/fmd/home.aspx?page=news&id= 3864。  new window
3.高啟翔(2006)。DFC智庫預測全球線上遊戲2011年營收將逾130億美元,http://www.find.org.tw/0105/news/0105_news_disp.asp?news_id=4332。  延伸查詢new window
4.(2003)。線上遊戲用戶特性分析,http://www.find.org.tw/find/home.aspx?r>age二focus&id=241。  new window
5.(2006)。亞太線上遊戲年成長21%,到2010年時可達36億美元規模,台灣去年佔亞太15.4%,http://wwwjdc.com.tw。  延伸查詢new window
 
 
 
 
第一頁 上一頁 下一頁 最後一頁 top