:::

詳目顯示

回上一頁
題名:以質性方法分析線上遊戲玩家之心智模式
書刊名:服務業管理評論
作者:曾玲芳陳金仁曾玲慈
出版日期:2009
卷期:7
頁次:頁49-73
主題關鍵詞:線上遊戲隱喻抽取技術心智地圖共識地圖ZMETOnline gameZaltman metaphor elicitation techniqueMental mapConsensus map
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(1) 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:1
  • 共同引用共同引用:28
  • 點閱點閱:75
期刊論文
1.許煌麟、李素馨(20091200)。應用ZMET技術建構都市水景心智地圖之研究。造園景觀學報,15(4),23-49。new window  延伸查詢new window
2.Sander, Yin(2001)。The Power of Image: Pictures selected by tongue-tied shoppers can help companies learn what consumers really want。American Demographics,23(11),32-33。  new window
3.Pink, D.(1998)。Metaphor Marketing。Fast Company,14(4/5),214-219。  new window
4.黃巧億(2004)。遊戲產業的無限商機--線上遊戲創造出強大的社群力量。電工資訊,158,34-37。  延伸查詢new window
5.Coulter, R. H.、Zaltmann, G.(1994)。Using the Zaltman Metaphor Elicitation Technique to Understand Brand Images。Journal of Advertising Research,21(1),501-507。  new window
6.Coulter, R. A.、Zaltman, G.、Coulter, K. S.(2001)。Interpreting Consumer Perceptions of Advertising: An Application of the Zaltman Metaphor Elicitation Technique。Journal of Advertising,30(4),1-21。  new window
7.Catchings-Castello, Gwendolyn(2000)。The ZMET alternative: A nontraditional, multidisciplinary technique lets marketing researchers analyze what customers want。Marketing Research,12(2),6-12。  new window
8.Gutman, J.(1984)。Analyzing Consumer Orientations toward Beverages through Means-end Chain Analysis。Psychology & Marketing,1(3/4),23-43。  new window
9.黃慧新、黃志文、歐陽良裕(2008)。應用隱喻誘引法探討健身休閒倶樂部對消費者休閒意義與形象之建構。臺灣觀光學報,5,1-16。new window  延伸查詢new window
10.劉明德(20080400)。海外自助旅行者隱喻建構共識地圖之研究。管理與系統,15(2),237-260。new window  延伸查詢new window
11.Zaichkowky, J. L.(1985)。Measuring the Involvement Constructs。Journal of Consumer Research,12(3),341-352。  new window
12.Valette-Florence, P.、Rapacchi, Bernard(199102)。Improvements in means-end chain analysis: Using graph theory and correspondence analysis。Journal of Advertising Research,31(1),30-45。  new window
13.Zaltman, Gerald(1997)。Rethinking Market Research: Putting People Back in。Journal of Marketing Research,34(4),424-437。  new window
14.陳怡安(20020700)。線上遊戲的魅力。資訊社會研究,3,183-214。new window  延伸查詢new window
15.Gutman, J.(1982)。A Means-End Chain Model Based on Consumer Categorization Process。Journal of Marketing,46(2),60-72。  new window
16.Christensen, Glenn L.、Olson, Jerry C.(2002)。Mapping Consumers' Mental Models with ZMET。Psychology and Marketing,19(6),477-502。  new window
17.Reynolds, Thomas J.、Gutman, Jonathan(1988)。Laddering Theory, Method, Analysis, and Interpretation。Journal of Advertising Research,28(1),11-31。  new window
18.Zaichkowsky, Judith Lynne(1994)。The Personal Involvement Inventory: Reduction, Revision, and Application to Advertising。Journal of Advertising,23(4),59-70。  new window
19.(2001)。遊戲群雄高峰會。電腦玩家,121,210-237。  延伸查詢new window
20.扶志凌(2004)。線上遊戲、遊戲線上。網路社會通訊期刊,42。  延伸查詢new window
21.陳玉停、陳林芳(2009)。從個人特質觀點來分析線上遊戲玩家行為傾向。建國科大學報,28(4),85-106。  延伸查詢new window
22.Chen-hao Fan(2009)。A Study on the Consumers' Brand Cognition and Design Strategy by ZMET。Lecture Notes in Computer Science: Universal Access in Human-Computer Interaction Applications and Services,5616,333-342。  new window
23.Chen, Po-Ju(2008)。Exploring Unspoken Words: Using ZMET to Depict Family Vacationer Mental Models。Advances in Hospitality and Leisure,4(4),29-51。  new window
24.Claeys, C.、Swinnen, A.、Abeele, P. V.(1995)。Consumers' Means-End Chains for“Think”and“Feel”Product。International Journal of Research in Marketing,12(3),193-208。  new window
25.Sharp, C. E.、M. Rowe(2006)。Online Games and Ebusiness: Architecture for Integrating Business Models and Services into Online Games。IBM System Journal,45(1),161-179。  new window
26.Cheng, Julia M. S.、Leticia L. Y. Kao、Julia Y. C. Lin(2004)。An Investigation of the Diffusion Online Games in Taiwan: An Application of Roger's Diffusion of Innovation Theory。Journal of American Academy of Business,5(1/2),439-445。  new window
27.Zaltman, G.(1995)。Seeing tbe Voice of the Customer: Metaphor-based advertising research。Journal of Advertising Research,35(4),35-51。  new window
28.Maria M. van Dessel,“The ZMET Technique: A New Paradigm for Improving Marketing and Marketing Research”, Proceeding of ANZMAC(2005)。Broadening the Boundaries。Western Australia,2005,pp. 48-54。  new window
會議論文
1.王以莊(2007)。應用ZMET技術探索餐廳消費者之心智模式--禮來居餐廳之個案研究。  延伸查詢new window
2.李建坤(2007)。應用隱喻誘引技術探討大學生的資訊倫理素養之研究。  延伸查詢new window
3.范成浩、張詠媛、蕭如芳(2006)。品牌形象與設計策略之研究--以無印良品為例。  延伸查詢new window
4.許煌麟、李素馨(2007)。都市水體景観心智地圖之建構--以ZMET技術分析。  延伸查詢new window
5.曾玲芳、陳金仁、張晏清、楊松麟(2008)。應用隱喻誘引技術探討網路使用者對惡意網站之深層構念-以資管系學生為研究對象G2-3。  延伸查詢new window
6.Hsu, Hwang-Lin、Lee, Su-Hsin(2007)。Exploring the meaning of urban waterscape preferences。UTAH, USA。  new window
學位論文
1.施宏諭(2004)。嘉義市國小高年級學童使用網路遊戲與資訊能力之相關研究(碩士論文)。國立嘉義大學。  延伸查詢new window
2.阮欣怡(2006)。應用ZMET技術探索電視購物消費者及潛在消費者之心智模式與其行銷策略應用(碩士論文)。世新大學。  延伸查詢new window
3.潘玉玲(2006)。結合質化與量化方法探索女性上班族對褲襪產品的心智模式(碩士論文)。世新大學。  延伸查詢new window
4.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
5.陳怡安(2002)。線上遊戲的魅力--以重度玩家為例(碩士論文)。南華大學。  延伸查詢new window
6.林智伶(2006)。應用ZMET技術強化B2C電子商務供應商關係管理之研究-以PChome女性購物網站為例。世新大學。  延伸查詢new window
7.董家豪(2001)。網路使用者使用網路遊戲行為之研究。南華大學。  延伸查詢new window
8.蕭如芳(2006)。消費者對生活產品喜好價值之研究-以無印良品為例。國立藝術大學。  延伸查詢new window
9.賴柏偉(2002)。虚擬社群: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。世新大學。  延伸查詢new window
圖書
1.Kelly, George A.(1963)。The Theory of Personality。New York, NY:Norton。  new window
2.Shaw, Mildred L. G.、McKnight, Cliff.(1980)。Think Again: Personal Decision-making and Problem-solving。Think Again: Personal Decision-making and Problem-solving。Upper Saddle River, NJ:Prentice Hall。  new window
3.McCracken, G. D.(1988)。The long interview。Sage Publications。  new window
4.Mishler, Elliot G.(1986)。Research Interviewing: Context and Narrative。Cambridge, MA:Harvard Univeersity Press。  new window
5.Denzin, N. K.(1989)。The research act: A theoretical introduction to sociological method。Upper Saddle, NJ:Englewood Cliffs, NJ:Prentice Hall。  new window
6.Yaxley, Bevis G.(1991)。Developing teachers' theories of teaching: A touchstone approach。Falmer Press。  new window
7.Zaltman, Gerald(2003)。How Customers Think: Essential Insights into the Mind of the Market。Harvard Business School Press。  new window
8.Patton, Michael Quinn(1990)。Qualitative evaluation and research method。Sage。  new window
9.Hsu, Hwang-Lin、Lee, Su-Hsin,“”,(2008)。Mapping urban waterscape mental model with ZMET。International Forum on Sustainable Environment Development。Taichung, Taiwan。  new window
圖書論文
1.Olson, J. C.、Reynolds, T. J.(2001)。The means-end approach to understanding consumer decision making。Understanding consumer decision making: The means-end approach to marketing and advertising strategy。Lawrence Erlbaum Associates。  new window
 
 
 
 
第一頁 上一頁 下一頁 最後一頁 top
:::
無相關博士論文
 
無相關著作
 
QR Code
QRCODE