| 期刊論文1. | Berthon, Pierre R.、Pitt, Leyland F.、Campbell, Colin(2008)。Ad lib: when customers create the ad。California Management Review,50(4),6-30。 | 2. | Mitchell, A.(20060406)。We must reinvent marketing for empowered consumers。Marketing Week,29(14),28-29。 | 3. | Ambler, T.(2000)。Persuasion, pride and prejudice: How ads work。International Journal of Advertising,19(3),299-316。 | 4. | Ashley, C.、Oliver, J. D.(2010)。Creative leaders: Thirty years of big ideas。Journal of Advertising,39(1),115-130。 | 5. | Brown, A.(200801)。The consumer is the medium: Digitally empowered consumers are rewriting the rules of business. Bye-bye, "influentials"。The Futurist,42(1),29-32。 | 6. | Schultz, W.(2000)。Multiple reward signals in the brain。Nature Reviews Neuroscience,1(3),199-207。 | 7. | Simões, Jorge、Redondo, Rebeca Díaz、Vilas, Ana Fernández(2013)。A social gamification framework for a K-6 learning platform。Computers in Human Behavior,29(2),345-353。 | 8. | Terlutter, R.、Capella, M. L.(2013)。The gamification of advertising: Analysis and research directions of in-game advertising, advergames, and advertising in social network games。Journal of Advertising,42(2/3),95-112。 | 9. | Okazaki, S.、Yagüe, M. J.(2012)。Responses to an advergaming campaign on a mobile social net-working site: An initial research report。Computers in Human Behavior,28(1),78-86。 | 10. | Nieuwdorp, E.(2007)。The pervasive discourse: an analysis。Computers in Entertainment,5(2),13。 | 11. | Locher, P.、Overbeeke, K.、Wensveen, S.(2010)。Aesthetic interaction: A framework。Design Issues,26(2),70-79。 | 12. | McCormick, T.(2013)。Anthropology of an idea gamification。Foreign Policy,201,26-27。 | 13. | Keller, E.、Fay, B.(2009)。The role of advertising in word of mouth。Journal of Advertising Research,49(2),154-158。 | 14. | Campbell, M. C.、Kirmani, A.(2000)。Consumer's use of persuasion knowledge: The effects of accessibility and cognitive capacity on perceptions of an influence agent。Journal of Consumer Research,27(1),69-83。 | 15. | Ehrenberg, A.、Barnard, N.、Kennedy, A.、Bloom, H.(2002)。Brand advertising as creative publicity。Journal of Advertising Research,42(4),7-18。 | 16. | Winkler, Tina、Buckner, Kathy(2006)。Receptiveness of Gamers to Embedded Brand Messages in Advergames: Attitudes towards Product Placement。Journal of Interactive Advertising,7(1),3-32。 | 17. | Wise, K.、Bolls, P. D.、Kim, H.、Venkataraman, A.、Meyer, R.(2008)。Enjoyment of advergames and brand attitudes: The impact of thematic relevance。Journal of Interactive Advertising,9(1),27-36。 | 18. | Romaniuk, J.、Sharp, B.(2003)。Brand salience and customer defection in subscription markets。Journal of Marketing Management,19(1/2),25-44。 | 19. | Prahalad, C. K.、Ramaswamy, V.(2002)。The co-creation connection。Strategy and Business,27(2),51-60。 | 20. | Murray, J. H.(2006)。Toward a cultural theory of gaming: Digital games and the co-evolution of media, mind, and culture。Popular Communication,4(3),185-202。 | 21. | Poulsson, S. H. G.、Kale, S. H.(2004)。Experience Economy and Commercial Experiences。The Marketing Review,4(3),267-277。 | 22. | Stewart, David W.、Pavlou, Paul A.(2002)。From consumer response to active consumer: Measuring the effectiveness of interactive media。Journal of the Academy of Marketing Science,30(4),376-396。 | 23. | Friestad, Marian、Wright, Peter(1994)。The Persuasion Knowledge Model: How People Cope with Persuasion Attempts。Journal of Consumer Research,21(1),1-31。 | 24. | Rodriguez, Hector(2006)。The Playful and the Serious: An approximation to Huizinga's Homo Ludens。Game Studies,6(1)。 | 會議論文1. | Huotari, K.、Hamari, J.(2012)。Defining gamification: A service marketing perspective。The 16th International Academic MindTrek Conference,(會議日期: October 3-5, 2012)。Association for Computing Machinery。17-22。 | 2. | Hunicke, R.、LeBlanc, M.、Zubek, R.(2004)。MDA: A formal approach to game design and game research。The AAAI-04 Workshop on Challenges in Game AI,(會議日期: July 25-26),1-5。 | 3. | Deterding, Sebastian、Dixon, Dan、Khaled, Rilla、Nacke, Lennart(2011)。From game design elements to gamefulness: Defining "gamification"。The 15th International Academic MindTrek Conference: Envisioning Future Media Environments,(會議日期: 2011/09/28-09/30)。Association for Computing Machinery。9-15。 | 學位論文1. | Barr, P.(2008)。Video game values: Play as human-computer interaction(博士論文)。Victoria University of Wellington。 | 圖書1. | Zichermann, Gabe、Cunningham, Christopher(2011)。Gamification by design: Implementing game mechanics in web and mobile apps。O'Reilly Media。 | 2. | 井上明人、連宜萍(2013)。從思考、設計到行銷,都要玩遊戲!:Gamification遊戲化的時代。時報文化出版企業股份有限公司。 延伸查詢 | 3. | 井上明人(2012)。Gamification:「ゲーム」がビジネスを変える。東京:NHK。 延伸查詢 | 4. | Werbach, Kevin、Hunter, Dan(2012)。For the win: How game thinking can revolutionize your business。Wharton Digital Press。 | 5. | Poole, S.(2004)。Trigger happy: Videogames and the entertainment revolution。New York:Arcade Publishing。 | 6. | Marczewski, A.(2012)。Gamification: A simple introduction。Raleigh, NC:Lulu。 | 7. | 葉思義(2004)。數位遊戲設計--遊戲設計知識全領域。台北:碁峰資訊。 延伸查詢 | 8. | Castronova, E.(2005)。Synthetic world: The business and culture of online games。Chicago, IL:The university of Chicago Press。 | 9. | Schmitt, Bernd(1999)。Experiential marketing: How to get customers to sense, feel, think, act and relate to your company and brands。New York:The Free Press。 | 10. | 吳岳剛(20120000)。廣告創意 : 理論與實務的對話。臺北:國立政治大學出版社。 延伸查詢 | 11. | Huizinga, Johan(1955)。Homo Ludens: A Study of the Play-Element in Culture。Beacon Press。 | 12. | Kotler, Philip(1997)。Marketing Management: Analysis, Planning, Implementation, and Control。Prentice-Hall。 | 其他1. | Pankraz, D.(20101027)。Introducing generation C: the connected collective consumer,http://www.nielsen.com/us/en/ insights/news/2010/introducing-gen-c-the-connected-collective-consumer.html, 20121028。 | 2. | Brockmeier, J.(20110811)。Gartner adds big data, gamification, and internet of things to its hype cycle,http://readwrite.com/2011/08/11/gartner-adds-big-data-gamifica。 | 3. | Workman, R.(20130524)。What is Gamification?,http://www.businessnewsdaily.com/4541-gamification.html。 | 4. | Wingfield, N.(20121223)。All the world's a game, and business is a player,http://www.nytimes.com/。 | 5. | Schreiber, M.(20131024)。Gamification for businesses: Q&A with Mario Herger,http://www.clickz.com/clickz/column/2302704/gamification-for-businesses-q-a-with-mario-herger/。 | 6. | Sayanthan, B.(20130227)。Where 'gamification' meets advertising,http://sayys365.blogspot.tw/2013/02/where-gamification-meets-advertising.html/。 | 7. | Saini A.(20080514)。Solving the web's image problem,http://news.bbc.co.uk/2/hi/technology/7395751.stm, 2014/01/20。 | 8. | Roberts, M.(20120603)。Gamification drives customer engagement [Web blog article],http://allegoriedesign.com/gamification-drives-customer-engagement/#.UUYWs7uYaFY/。 | 9. | Raymer, R.(201109)。Gamification: Using game mechanics to enhance elearning,http://elearnmag.acm.org/archive.cfm?aid=2031772, 2014/01/20。 | 10. | Markoff, J.(20100804)。In a video game, tackling the complexities of protein folding,http://www.nytimes.com/2010/08/05/science/05protein.html, 2014/01/19。 | 11. | Kuo, I.(20130221)。Chok! Coca-Cola's most successful Hong Kong marketing campaign in 35 years,http://www.gamification.co/2013/02/21/chok-coca-cola-marketing-campaign/。 | 12. | Holton, K.,Abboud, L.(20130228)。Chok! Chok! Chok! ad shakes up mobile marketing,http://www.reuters.com/ article/2013/02/28/us-mobile-world-advertising-idUSBRE91R13I20130228/, 2014/02/14。 | 13. | Huling, R.(20100325)。Gamification: Turning work into play,http://hplusmagazine.com/2010/03/25/gamification-turning-work-play/。 | 圖書論文1. | Vorderer, P.、Hartmann, T.(2009)。Entertainment and enjoyment as media effects。Media effects: Advances in theory and research。New York:Routledge。 | 2. | Montola, M.(200512)。Exploring the edge of the magic circle: Defining pervasive games。Proceedings of DAC。 | 3. | Lee, K. M.、Peng, W.、Park, N.(2009)。Effects of computer/video games and beyond。Media effects: Advances in theory and research。New York:Routledge。 | 4. | Huber, M. Z.、Hilty, L. M.(2015)。Gamification and sustainable consumption: Overcoming the limitations of persuasive technologies。ICT Innovations for Sustainability。Cham, Switzerland:Springer International Publishing。 | |
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