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題名:電子射擊遊戲中動機和遠距臨場感效果相關性之研究
書刊名:管理資訊計算
作者:詹勳鴻陳柏翰石博允簡常受廖哲緯
作者(外文):Chan, Hsun-hungChen, Bo-hanShi, Bo YunJian, Chang-shouLiao, Zhe-wei
出版日期:2022
卷期:11:1
頁次:頁1-14
主題關鍵詞:生動機臨場感電子射擊遊戲MotivationTelepresenceOnline electronic shooting games
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(0) 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:0
  • 共同引用共同引用:16
  • 點閱點閱:4
期刊論文
1.Lepper, Mark R.(1988)。Motivational considerations in the study of instruction。Cognition and Instruction,5(4),289-309。  new window
2.陳禹辰、尚榮安、陳東龍、鄭靜婷(20120400)。遊戲動機與線上遊戲持續參與意圖之研究:不同玩家族群之比較。資訊管理學報,19(2),349-387。new window  延伸查詢new window
3.Faiola, A.、Newlon, C.、Pfaff, M.、Smyslova, O.(2013)。Correlating the effects of flow and telepresence in virtual worlds: Enhancing our understanding of user behavior in game-based learning。Computers in Human Behavior,29(3),1113-1121。  new window
4.Baker, C.(2010)。The impact of instructor immediacy and presence for online student affective learning, cognition, and motivation。The Journal of Educators Online,7(1),1-30。  new window
5.Witmer, B. G.、Jerome, C. J.、Singer, M. J.(2005)。The factor structure of the presence questionnaire。Presence: Teleoperators and Virtual Environments,14(3),298-312。  new window
6.林明杰、尤詩怡、莊雅茹、陳德釗(20121100)。擴增實境廣告對消費者沉浸經驗與廣告溝通效果之研究。輔仁管理評論,19(3),55-81。new window  延伸查詢new window
7.Cheng, Yung-Hsun、Hsu, Shih-Lung(2019)。A study of the gender traits of upper grade students toward cultural code, motivation, and level of involvement in online games in Taiwanese primary schools。Youth & Society,51(1),101-119。  new window
8.Algharabat, R.、Rana, N. P.、Dwivedi, Y. K.、Alawan, A.、Qasem, Z.(2018)。The effect of telepresence, social presence and involvement on consumer brand engagement: An empirical study of non-profit organizations。Journal of Retailing and Consumer Services,40,139-149。  new window
9.Childers, G.、Jones, M. G.(2017)。Learning from a distance: high school students' perceptions of virtual presence, motivation, and science identity during a remote microscopy investigation。International Journal of Science Education,39(3),257-273。  new window
10.Kim, B.-K.、Kim, K.-O.(2020)。Relationship between Viewing Motivation, Presence, Viewing Satisfaction, and Attitude toward Tourism Destinations Based on TV Travel Reality Variety Programs。Sustainability,12(11),1-13。  new window
11.Lachlan, K. A.、Maloney, E. K.(2008)。Game Player Characteristics and Interactive Content: Exploring the Role of Personality and Telepresence in Video Game Violence。Communication Quarterly,56(3),284-302。  new window
12.Phillips, B. J.、Miller, J.、Mcquarrie, E. F.(2014)。Dreaming out Loud on Pinterest。International Journal of Advertising,33(4),633-655。  new window
13.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
14.Jackson, Susan A.、Marsh, Herbert W.(1996)。Development and Validation of a Scale to Measure Optimal Experience: The Flow State Scale。Journal of Sport and Exercise Psychology,18(1),17-35。  new window
15.Malone, Thomas W.(1981)。Toward a theory of intrinsically motivating instruction。Cognitive Science,5(4),333-369。  new window
16.Witmer, B. G.、Singer, M. J.(1998)。Measuring presence in virtual environments: A presence questionnaire。Presence: Teleoperators and Virtual Environments,7(3),225-240。  new window
17.Yee, Nick(2006)。Motivations for play in online games。Cyberpsychology & behavior: the impact of the Internet, multimedia and virtual reality on behavior and society,9(6),772-775。  new window
18.Ryan, Richard M.、Deci, Edward L.(2000)。Intrinsic and Extrinsic Motivations: Classic Definitions and New Directions。Contemporary Educational Psychology,25(1),54-67。  new window
19.Baron, Reuben M.、Kenny, David A.(1986)。The Moderator-Mediator Variable Distinction in Social Psychological Research: Conceptual, Strategic, and Statistical Considerations。Journal of Personality and Social Psychology,51(6),1173-1182。  new window
會議論文
1.鄭朝陽、江羽慈、林珊如(2007)。線上玩家的遊戲動機、玩興與主觀活力狀態、自尊之研究。  延伸查詢new window
2.Ijsselsteijn, W. A.、De Kort, Y. A. W.、Bonants, R.、De Jager, M.、Westerink, J. H. D. M.(2004)。Virtual cycling: Effects of immersion and a virtual coach on motivation and presence in a home fitness application22-23。  new window
3.Lee, J. J.(2007)。Emotion and Sense of Telepresence: The Effects of Screen Viewpoint, Self-transcendence Style, and NPC in a 3D Game Environment。HCI Intelligent Multimodal Interaction Environments 12th International Conference, HCI International 2007,(會議日期: July 22-27, 2007),393-400。  new window
4.Lee, J.(2010)。The Effects of Emotion, Spatial Ability, and View Point for the Sense of Telepresence in a 3D Computer Game Environment。International Conference on Kansei Engineering and Emotion Research,(會議日期: MARCH 2-4 2010)。  new window
5.Lim, H.、Childs, M.(2017)。Why Instagram? The Role of Telepresence and Transportation in Visual Content Marketing。  new window
6.Sherry, J.、Lucas, L.、Greenberg, K. B. S.、Lachlan, K.(2003)。Video game uses and gratifications as predictors of use and game preference。Mass Communication Division, International Communication Association Annual Convention。  new window
學位論文
1.李佩蓉(2010)。消費者在虛擬實境中的臨場感體驗與沉浸傾向之研究:以商業動感模擬遊戲機為例(碩士論文)。國立交通大學。  延伸查詢new window
2.葉金源(2010)。大型動感模擬遊戲機之市場區隔與消費者接受意願之研究(碩士論文)。國立交通大學。  延伸查詢new window
3.洪浩耀(2013)。在虛擬環境下體感控制因素對臨場感之影響(碩士論文)。長榮大學。  延伸查詢new window
4.侯冠廷(2016)。玩家的臨場感體驗對於心理需求滿足以及購買意願的影響--以角色造型虛擬商品為例(碩士論文)。東吳大學。  延伸查詢new window
5.Malone, Thomas W.(1980)。What Makes Things Fun to Learn? A Study of Intrinsically Motivating Computer Games(博士論文)。Stanford University。  new window
圖書
1.Mulligan, J.、Patrovsky, B.(2003)。大師談ONLINE GAME:線上遊戲企畫、製作、經營聖經。上奇。  延伸查詢new window
2.Deci, Edward L.、Ryan, Richard M.(1985)。Intrinsic motivation and self-determination in human behavior。Plenum Press。  new window
3.Newzoo(2021)。Global Games Market Report。  new window
4.張春興(2007)。教育心理學:三化取向的理論與實踐。東華。  延伸查詢new window
5.Harman, Harry H.(1967)。Modern factor analysis。University of Chicago Press。  new window
其他
1.Pannekeet, J.(2019)。More People Are Streaming on Twitch, But YouTube Is the Platform of Choice for Mobile-Game Streamers,https://newzoo.com/resources/blog/more-people-are-streaming-on-twitch-but-youtube-is-the-platform-of-choice-for-mobile-game-streamers。  new window
2.Wijman, Tom(20180430)。Mobile Revenues Account for More Than 50% of the Global Games Market as It Reaches 7.9 Billion in 2018,https://newzoo.com/insights/articles/global-games-market-reaches-137-9-billion-in-2018-mobile-games-take-half/。  new window
3.Wijman, Tom(20190618)。The Global Games Market Will Generate 2.1 Billion in 2019 as the U.S. Overtakes China as the Biggest Market,https://newzoo.com/insights/articles/the-global-games-market-will-generate-152-1-billion-in-2019-as-the-u-s-overtakes-china-as-the-biggest-market/。  new window
圖書論文
1.Lepper, M. R.、Malone, T. W.(1987)。Intrinsic motivation and instructional effectiveness in computer-based education。Aptitude, Learning, and Instruction Volume 3: Conative and Affective Process Analyses。Lawrence Erlbaum Associates。  new window
2.Malone, T. W.、Lepper, M. R.(1987)。Making learning fun: A taxonomy of intrinsic motivations for learning。Aptitude, Learning, and Instruction (Vol. 3): Cognitive and Affective Process Analyses。Lawrence Erlbaum Associates, Inc.。  new window
 
 
 
 
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