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題名:尋找幸福的所在:線上遊戲玩家幸福感及其影響因素之研究
書刊名:臺灣管理學刊
作者:蕭銘雄戴秀慧
作者(外文):Hsiao, Ming-hsiungTai, Hsiu-hui
出版日期:2017
卷期:17:2
頁次:頁29-56
主題關鍵詞:線上遊戲社會支持持續涉入流暢體驗休閒效益幸福感Online gameSocial supportEnduring involvementFlow experienceLeisure benefitsWell-being
原始連結:連回原系統網址new window
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  • 排除自我引用排除自我引用:0
  • 共同引用共同引用:43
  • 點閱點閱:9
期刊論文
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會議論文
1.Ghani, J. A.、Supnick, R.、Rooney, P.(1991)。The Experience of Flow in Computer-Mediated and in Face to Face Groups。The 12th International Conference on Information Systems。New York:ICIS。229-237。  new window
2.廖偉鵬、鄭武堯、董光洋(2003)。線上遊戲之學術研究及產業分析探討。2003年數位內容創意加值研討會,行政院國家科學委員會主辦 。台北。  延伸查詢new window
3.魏汝真、魏映雪(2008)。線上遊戲與網路成癮傾向因素關聯性初探--以『魔獸世界』之上班族玩家為例。第十九屆國際資訊管理學術研討會,中華民國資訊管理學會及國立暨南國際大學主辦 。台北。  延伸查詢new window
4.楊東震、吳政仲(2003)。線上遊戲玩家成癮行為之研究。2003 電子商務與數位生活研討會,國立台北大學資訊管理所、實踐大學資訊管理學系及台灣電子商務學會主辦 。台北。  延伸查詢new window
學位論文
1.林晏新(2008)。小型賽車參與者涉入程度、流暢經驗與行為意圖之關係研究(碩士論文)。雲林科技大學。  延伸查詢new window
2.黃凱琳(2010)。高雄地區國中生參與線上遊戲經驗與自我概念、生活適應、幸福感之研究(碩士論文)。國立中山大學,高雄。  延伸查詢new window
3.陳詩偉(2012)。線上遊戲社群意識、沉迷與體驗幸福感影響關係之研究--以星海爭霸為例(碩士論文)。國立高雄餐旅大學。  延伸查詢new window
4.王定中(2014)。國中生使用線上遊戲行為與休閒涉入、休閒價值及課業壓力、學業成就之相關性研究(碩士論文)。亞洲大學。  延伸查詢new window
5.彭信億(2012)。線上遊戲參與者社會支持、自我效能與休閒效益關係之研究(碩士論文)。國立臺中教育大學。  延伸查詢new window
6.林子雯(1996)。成人學生多重角色與幸福感之相關研究(碩士論文)。國立高雄師範大學。  延伸查詢new window
7.林宜蔓(2004)。游泳者持續參與在休閒效益與幸福感之研究(碩士論文)。國立雲林科技大學。  延伸查詢new window
圖書
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其他
1.GNN新聞(20141024)。MMO全球市場預估2017年成長至3976億元《英雄聯盟》今年營收至今已達289億元,http://gnn.gamer.com.tw/3/105413.html。  延伸查詢new window
2.資策會產業情報研究所(2014)。行動遊戲娛樂持續增溫,https://mic.iii.org.tw/IndustryObservations_PressRelease02.aspx?sqno=356。  延伸查詢new window
3.Csikszentmihalyi, Mihaly(1992)。Flow: The Psychology of Optimal Experience. New York, NY:。  new window
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1.Berger, Bonnie G.、McInman, Adrian(1993)。Exercise and the quality of life。Handbook of research on sport psychology。Macmillan Publishing。  new window
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4.Argyle, M.、Martin, M.(1991)。The psychological causes of happiness。Subjective well-being: An interdisciplinary perspective。Oxford:Pergamon。  new window
5.Driver, B. L.、Peterson, G. L.(1986)。Benefits of outdoor recreation: An integrating overview。A literature review。Washington, DC:Government Printing Office。  new window
6.Takatalo, J.、Häkkinen, J.、Kaistinen, J.、Nyman, G.(2010)。Presence, involvement, and flow in digital games。Evaluating user experience in games: Concepts and methods。Springer。  new window
 
 
 
 
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