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題名:邁向成功老化的可能:樂齡玩家、手機遊戲與社會互動
書刊名:新聞學研究
作者:張玉佩 引用關係錢宛青
作者(外文):Chang, Yu-peiChien, Wan-ching
出版日期:2020
卷期:143
頁次:頁1-53
主題關鍵詞:手機遊戲成功老化社會互動玩家樂齡Aging peopleMobile gamePlayersSocial interactionSuccessful aging
原始連結:連回原系統網址new window
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  • 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:56
  • 點閱點閱:2
期刊論文
1.Quandt, T.、Grueninger, H.、Wimmer, J.(2009)。The gray haired gaming generation: Findings from an explorative interview study on older computer gamers。Games and Culture,4(1),27-46。  new window
2.Shen, C. H.、Williams, D.(2011)。Unpacking time online: Connecting Internet and massively multiplayer online game use with psychosocial well-being。Communication Research,38(1),123-149。  new window
3.蔡琰、臧國仁(20130900)。兒孫輩輔助家中長輩學習電腦之調查研究。興大人文學報,51,87-113。new window  延伸查詢new window
4.Cole, Helena、Griffiths, Mark D.(2007)。Social interactions in massively multiplayer online role-playing gamers。Cyberpsychology & Behavior,10(4),575-583。  new window
5.Williams, D.、Ducheneaut, N.、Xiong, L.、Zhang, Y. Y.、Yee, N.、Nickell, E.(2006)。From tree house to barracks: The social life of guilds in World of Warcraft。Games and Culture,1(4),338-361。  new window
6.Carstensen, L. L.(1995)。Evidence for a life-span theory of socioemotional selectivity。Current Directions in Psychological Science,4,151-156。  new window
7.張玉佩(20130600)。穿梭虛擬世界的遊戲少年:他/她們的社會資本之累積與轉換。中華傳播學刊,23,195-227。new window  延伸查詢new window
8.Carstensen, L. L.、Turk-Charles, S.(1994)。The salience of emotion across the adult life span。Psychology and Aging,9(2),259-264。  new window
9.黃厚銘(20170600)。「真實」的復歸:擴增實境遊戲Ingress社會文化意義之分析。考古人類學刊,86,43-68。new window  延伸查詢new window
10.Royse, P.、Lee, J.、Undrahbuyan, B.、Hopson, M.、Consalvo, M.(2007)。Women and games: Technologies of the gendered self。New Media & Society,9(4),555-576。  new window
11.羅彥傑(2018)。檢視老人玩數位遊戲之研究:批判與敘事的觀點。傳播文化,17,52-88。new window  延伸查詢new window
12.Chang, Y. P.(2012)。The game generation and its leisure capital: A study in the Taiwan social context。Westminster Papers in Communication and Culture,9(1),131-151。  new window
13.Dalisay, F.、Kushin, M. J.、Yamamoto, M.、Liu, Y.-I.、Skalski, P.(2015)。Motivations for game play and the social capital and civic potential of video games。New Media and Society,17(9),1399-1417。  new window
14.Ducheneaut, N.、Moore, R. J.、Nickell, E.(2007)。Virtual "third places": A case study of sociability in massively multiplayer games。Computer Supported Cooperative Work,16(1/2),129-166。  new window
15.Ekman, I.、Chanel, G.、Järvelä, S.、Kivikangas, J. M.、Salminen, M.、Ravaja, N.(2012)。Social interaction in games: Measuring physiological linkage and social presence。Simulation and Gaming,43(3),321-338。  new window
16.Griffiths, M.、Hussain, Z.、Grüsser, S. M.、Thalemann, R.、Cole, H.、Davies, M. N. O.、Chappell, D.(2011)。Social interactions in online gaming。International Journal of Game-Based Learning,1(4),20-36。  new window
17.Knowles, B.、Hanson, V. L.(2017)。Older adults' deployment of 'distrust'。ACM Transactions on Computer-Human Interaction,25(4),1-25。  new window
18.Mortenson, W. B.、Sixsmith, A.、Kaufman, D.(2017)。Non-digital game playing by older adults。Canadian Journal on Aging,36(3),342-350。  new window
19.Molyneux, L.、Vasudevan, K.、Gil de Zúñiga, H.(2015)。Gaming social capital: Exploring civic value in multiplayer video games。Journal of Computer-Mediated Communication,20(4),381-399。  new window
20.Osmanovic, S.、Pecchioni, L.(2016)。Beyond entertainment: Motivations and outcomes of video game playing by older adults and their younger family members。Games and Culture,11(1/2),130-149。  new window
21.O'Connor, E. L.、Longman, H.、White, K. M.、Obst, P. L.(2015)。Sense of community, social identity and social support among players of massively multiplayer online games (MMOGs): A qualitative analysis。Journal of Community & Applied Social Psychology,25(6),459-473。  new window
22.Pavlova, M. K.、Silbereisen, R. K.(2015)。Supportive social context and intentions for civic and political participation: An application of the theory of planned behaviour。Journal of Community & Applied Social Psychology,25(2),432-446。  new window
23.Sayago, S.、Rosales, A.、Righi, V.、Ferreira, S. M.、Coleman, G. W.、Blat, J.(2016)。On the conceptualization, design, and evaluation of appealing, meaningful, and playable digital games for older people。Games and Culture,11(1/2),53-80。  new window
24.Singh, S.、Bajorek, B.(2014)。Defining 'elderly' in clinical practice guidelines for pharmacotherapy。Pharmacy Practice,12(4)。  new window
25.Zhang, F.、Kaufman, D.(2016)。Older adults' social interactions in massively multiplayer online role-playing games (MMORPGs)。Games and Culture,11(1/2),150-169。  new window
26.Baumeister, Roy F.、Leary, Mark R.(1995)。The need to belong: desire for interpersonal attachments as a fundamental human motivation。Psychological Bulletin,117(3),497-529。  new window
27.張玉佩(20110600)。線上遊戲之閱聽人愉悅經驗探索。中華傳播學刊,19,61-95。new window  延伸查詢new window
28.Portes, Alejandro(1998)。Social capital: Its origins and applications in modern sociology。Annual Review of Sociology,24,1-24。  new window
29.Prensky, Marc(2001)。Digital Natives, Digital Immigrants。On the Horizon,9(5),1-6。  new window
30.Coleman, James S.(1988)。Social capital in the creation of human capital。American Journal of Sociology,94(suppl.),S95-S120。  new window
31.Rowe, John Wallis、Kahn, Robert L.(1997)。Successful Aging。The Gerontologist,37(4),433-440。  new window
會議論文
1.別蓮蒂(2018)。全台長者生活需求大調查報告:長輩期盼的生活風景。「樂樂活大家講,原來長者這樣想」論壇。臺北市:智榮基金會。  延伸查詢new window
2.陳亮恭(2018)。原來長者這樣想:從高齡醫學剖析真實需求。「樂樂活大家講,原來長者這樣想」論壇。臺北市:智榮基金會。  延伸查詢new window
3.游麗惠(2018)。活躍老化2.0。「樂樂活大家講,原來長者這樣想」論壇。臺北市:智榮基金會。  延伸查詢new window
4.Farnham, S. D.、McCarthy, J. F.、Patel, Y.、Ahuja, S.、Norman, D.、Hazlewood, W. R.、Lind, J.(2009)。Measuring the impact of third place attachment on the adoption of a place-based community technology。The 27th international conference on human factors in computing systems。Boston, MA.。  new window
5.Fong, P.、Frost, P. M.(2009)。The social benefits of computer games。The 44th APS Annual Conference。Melbourne:The Australian Psychological Society Ltd。62-65。  new window
6.Stenros, J.、Paavilainene, J.、Mäyrä, F.(2009)。The many faces of sociability and social play in games。The 13th International Mindtrek Conference: Everyday Life in the Ubiquitous Era。New York:Association for Computing Machinery。82-89。  new window
學位論文
1.陳智先(2009)。線上遊戲社交性研究:玩家社交活動與第三場域的觀點(碩士論文)。國立交通大學。  延伸查詢new window
2.徐以臻(2017)。年長者於數位遊戲使用現況之探討(碩士論文)。亞洲大學。  延伸查詢new window
圖書
1.Oldenburg, R.(1989)。The Great Good Place: Cafés, Coffee Shops, Community Centers, Beauty Parlors, General Stores, Bars, Hangouts, and How They Get You Through the Day。New York:Paragon House。  new window
2.Rojek, Chris(2005)。Leisure theory: Principles and practices。New York:Palgrave Macmillan。  new window
3.黃富順(20120000)。高齡心理學。臺北:師大書苑。new window  延伸查詢new window
4.Cumming, E.、Henry, W.(1961)。Growing old: The process of disengagement。New York:Basic Books。  new window
5.Berg, Bruce L.(2009)。Qualitative research methods for the social sciences。Allyn and Bacon。  new window
6.衛生福利部國民健康署(20180629)。民國一百零四年中老年身心社會生活狀況長期追蹤調查成果報告。衛生福利部國民健康署。  延伸查詢new window
7.Stebbins, R. A.(2017)。Serious leisure: A perspective for our time。New Jersey:Transaction Pub。  new window
其他
1.Panda(20161128)。《Pokemon GO》活躍玩家揭曉,40歲以上玩家佔多數,https://www.4gamers.com.tw/news/detail/30664/most-activated-players-ofpokemon-go-are-over-40-years-old。  new window
2.LEAGE(2019)。About the project: Aims and objectives,https://www.carenetproject.eu/leage-learning-games-for-older-europeans/。  new window
3.World Health Organization(2002)。Proposed working definition of an older person in Africa for the MDS Project,https://www.who.int/healthinfo/survey/ageingdefnolder/en/。  new window
圖書論文
1.Bourdieu, Pierre(1985)。The Forms of Capital。Handbook of Theory and Research for the Sociology of Education。Greenwood Press。  new window
 
 
 
 
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