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題名:電子遊戲大逃殺續玩意願之研究--心流的中介影響與情緒的調節
書刊名:管理資訊計算
作者:詹勳鴻高仕轅潘星瑜張暐承
作者(外文):Chan, Hsun-hungGao, Shi-yuanPan, Xing-yuZhang, Wei-cheng
出版日期:2022
卷期:11:1
頁次:頁95-112
主題關鍵詞:動機心流正向情緒線上遊戲大逃殺MotivationFlow experimentPositive affectOnline gameBattle royale
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(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:84
  • 點閱點閱:5
期刊論文
1.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
2.Dolan, R. J.(2002)。Emotion, cognition, and behavior。Science,298(5596),1191-1194。  new window
3.卓淑玲、陳學志、鄭昭明(20131200)。臺灣地區華人情緒與相關心理生理資料庫--中文情緒詞常模研究。中華心理學刊,55(4),493-523。new window  延伸查詢new window
4.Muller, Dominique、Judd, Charles M.、Yzerbyt, Vincent Y.(2005)。When moderation is mediated and mediation is moderated。Journal of Personality and Social Psychology,89(6),852-863。  new window
5.Watson, David、Clark, Lee Anna、Tellegen, Auke(1988)。Development and Validation of Brief Measures of Positive and Negative Affect: The PANAS Scales。Journal of Personality and Social Psychology,54(6),1063-1070。  new window
6.Preacher, Kristopher J.、Rucker, Derek D.、Hayes, Andrew F.(2007)。Addressing Moderated Mediation Hypotheses: Theory, Methods, and Prescriptions。Multivariate Behavioral Research,42(1),185-227。  new window
7.Watson, David K.、Tellegen, Auke(1985)。Toward a consensual structure of mood。Psychological Bulletin,98(2),219-235。  new window
8.吳宗祐、鄭伯壎(20060300)。工作投入、調節他人情緒能力與情緒勞動之交互作用對情緒耗竭的預測效果。中華心理學刊,48(1),69-87。new window  延伸查詢new window
9.Maslow, Abraham H.(1943)。A Theory of Human Motivation。Psychological Review,50(4),370-396。  new window
10.Seifert, T.、Hedderson, C.(2010)。Intrinsic motivation and flow in skateboarding: An ethnographic study。Journal of Happiness Studies,11(3),277-292。  new window
11.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
12.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
13.許于仁、溫郁韻、楊美娟、黃國禎(20180700)。探討數位自我探索遊戲中青少年情緒調節歷程發展分析。數位學習科技期刊,10(3),103-132。new window  延伸查詢new window
14.張文榮、黃任億、高琦玲(20191000)。Leisure Motivation, Experiential Value and Word-of-mouth: Taking Mobile Game as an Example。行銷科學學報,15(2),89-110。new window  延伸查詢new window
15.陳延昇(20160600)。情緒管理在體感遊戲經驗的新觀點:檢視情緒激越程度與遊戲刺激潛質的影響效果。中華傳播學刊,29,45-77。new window  延伸查詢new window
16.梁庚辰(20131200)。臺灣地區華人情緒與相關心理生理資料庫: 緣起及設立。人文與社會科學簡訊,15(1),116-123。  延伸查詢new window
17.Chiang, Y. T.、Lin, S. S. J.、Cheng, C. Y.、Liu, E. Z. F.(2011)。Exploring online game players' flow experiences and positive affect。Turkish Online Journal of Educational Technology,10(1),106-114。  new window
18.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
19.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
20.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.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
研究報告
1.Hoffman, Donna L.、Novak, Thomas P.(1997)。Measuring the Flow Experience Among Web Users。Vanderbilt University。  new window
學位論文
1.陳宏瑞(2012)。遊戲機使用動機、滿意度與忠誠度之研究(碩士論文)。大葉大學。  延伸查詢new window
2.周臻麟(2016)。旁觀者的心流:探討遊戲經驗與參與動機對遊戲旁觀者的心流經驗之影響(碩士論文)。國立交通大學。  延伸查詢new window
3.陳芊君(1998)。Wii遊戲機的問世對女性電玩遊戲動機與觀感的影響(碩士論文)。國立交通大學。  延伸查詢new window
4.陳柏毅(2018)。線上遊戲玩家之成就需求、認真性休閒與心流體驗之研究--以英雄聯盟玩家為例(碩士論文)。景文科技大學。  延伸查詢new window
5.陳鈺妏(2018)。觀賞電競動機與心流體驗對行為意圖之影響(碩士論文)。國立彰化師範大學。  延伸查詢new window
6.曾郁玲(2017)。遊戲動機、人際關係、沉浸經驗對手機遊戲依賴程度之影響(碩士論文)。大葉大學。  延伸查詢new window
7.陳祈年(2005)。動機、可玩性與社交性對於多人線上角色扮演遊戲玩家沉浸經驗之影響(碩士論文)。國立交通大學。  延伸查詢new window
8.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.Desmet, P.(2002)。Designing Emotions。Delft University of Technology, Department of Industrial Design。  new window
2.Jackson, Susan A.、Csíkszentmihályi, Mihaly(1999)。Flow in sports: The keys to optimal experiences and performances。Human Kinetics。  new window
3.高見廣春、楊哲群(2005)。大逃殺。木馬文化。  延伸查詢new window
4.Lang, P.(1985)。The cognitive Psychophysiology of emotion: anxiety and the anxiety disorders。Lawrence Erlbaum。  new window
5.Miner, John B.(2005)。Achievement Motivation Theory. in Organizational behavior I. Essential theories of motivation and leadership。M.E. Sharpe, Inc.。  new window
6.Newzoo(2021)。Global Games Market Report. Annual PDF Report。  new window
7.Cohen, Jacob、Cohen, Patricia、West, Stephen G.、Aiken, Leona S.(2003)。Applied Multiple Regression/Correlation Analysis for the Behavioral Sciences。Lawrence Erlbaum Associates, Inc.。  new window
8.Csikszentmihalyi, Mihaly(1977)。Beyond boredom and anxiety。Jossey-Bass。  new window
9.Csikszentmihalyi, Mihaly(1990)。Flow: The psychology of optimal experience。Harper & Row。  new window
10.Harman, Harry H.(1976)。Modern Factor Analysis。University of Chicago Press。  new window
11.Herzberg, Frederick、Mausner, Bernard、Snyderman, Barbara Bloch(1959)。The Motivation to Work。John Wiley & Sons, Inc.。  new window
12.Maslow, Abraham H.、Frager, Robert、Fadiman, James、McReynolds, C.(1970)。Motivation and Personality。Harper。  new window
13.McClelland, David C.(1961)。The Achieving Society。Van Nostrand Reinhold Co.。  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
3.McClelland, D. C.、Atkinson, J. W.、Clark, R. A.、Lowell, E. L.(1958)。A scoring manual for the achievement motive。Motives in fantasy, action, and society。D. Van Nostrand Company, Inc.。  new window
4.Csikszentmihalyi, Mihaly、Csikszentmihalyi, Isabella(1988)。[Optimal experience: Psychological studies of flow in consciousness] Introduction to part IV。Optimal experience: Psychological studies of flow in consciousness。Cambridge University Press。  new window
5.McClelland, D. C.(1958)。Methods of Measuring Human Motivation。Motives in Fantasy, Action, and Society。Van Nostrand。  new window
 
 
 
 
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