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題名:穿梭虛實之間:上班族玩家在線上遊戲的社會資本運作之探討
書刊名:中華傳播學刊
作者:黃書瑋
作者(外文):Huang, Shu-wei
出版日期:2022
卷期:41
頁次:頁237-274
主題關鍵詞:上班族玩家社會資本第三空間線上線上遊戲線下Office workerSocial capitalThe third placeOnlineOnline gamingOffline
原始連結:連回原系統網址new window
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  • 共同引用共同引用:137
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期刊論文
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3.孫春在(20110700)。當數位遊戲進入校園。新聞學研究,108,33-39。new window  延伸查詢new window
4.柯舜智(20040800)。虛擬空間,真實經驗:青少年與線上遊戲的互動意涵。玄奘資訊傳播學報,1,43-69。new window  延伸查詢new window
5.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
6.Best, S. J.、Krueger, B. S.(2006)。Online interactions and social capital: Distinguishing between new and existing ties。Social Science Computer Review,24(4),395-410。  new window
7.Nie, N. H.(2001)。Sociability, interpersonal relations, and the Internet: Reconciling conflicting findings。American Behavioral Scientist,45(3),420-435。  new window
8.Peng, M. W.、Heath, P. S.(1996)。The growth of the firm in planned economics in transition: Institutions, organizations, and strategic choice。Academy of Management Review,21(2),492-528。  new window
9.Fukuyama, F.(2001)。Social capital, civil society and development。Third World Quarterly,22(1),7-20。  new window
10.McCue, K.(1988)。Medical play: An expanded perspective。Children's Health Care,16(3),157-171。  new window
11.陳佳靖(20030100)。網路空間.人際關係--線上線下.生活世界。資訊社會研究,4,141-179。new window  延伸查詢new window
12.Steinkuehler, C. A.、Williams, D.(2006)。Where everybody knows your (screen) name: online games as 'third places'。Journal of Computer-mediated Communication,11(4),885-909。  new window
13.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
14.林宛瑩、張昕之(20120700)。「隱形少年」現形記:香港御宅族網際網路使用與社會資本建構初探。新聞學研究,112,233-270。new window  延伸查詢new window
15.Sewell, William H. Jr.(1992)。A Theory of Structure: Duality, Agency, and Transformation。American Journal of Sociology,98(1),1-29。  new window
16.Chatman, J. A.、Flynn, F. J.(2001)。The Influence of Demographic Heterogeneity on the Emergence and Consequences of Cooperative Norms in Work Teams。Academy of Management Journal,44(5),956-974。  new window
17.楊宜音(20000600)。「自己人」:一項有關中國人關係分類的個案研究。本土心理學研究,13,277-316。new window  延伸查詢new window
18.邱誌勇(20161200)。實體與虛擬的並置參與:當代自造者運動的社群集結與想像。考古人類學刊,85,83-107。new window  延伸查詢new window
19.Kraatz, M. S.(1998)。Learning by association? Interorganizational networks and adaptation to environmental change。Academy of Management Journal,41(6),621-643。  new window
20.Hansen, Morten T.(1999)。The Search-Transfer Problem: The Role of Weak Ties in Sharing Knowledge across Organization Subunits。Administrative Science Quarterly,44(1),82-111。  new window
21.Berman, Evan M.、West, Jonathan P.、Richter, Maurice N. Jr.(2002)。Workplace relations: Friendship patterns and consequences (according to managers)。Public Administration Review,62(2),217-230。  new window
22.郭峰淵、曾智義、吳守宏(20120100)。社會網絡科技設計賦能與社會資本研究。資訊管理學報,19(1),51-80。new window  延伸查詢new window
23.Griffith, D. A.、Harvey, M. G.(2004)。The influence of individual and firm level social capital of marketing managers in a firm's global network。Journal of World Business,39(3),244-254。  new window
24.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
25.Putnam, Robert D.(1995)。Bowling Alone: America's Declining Social Capital。Journal of Democracy,6(1),65-78。  new window
26.林南(20041200)。教育制度與社會資本。教育研究集刊,50(4),1-16。new window  延伸查詢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.Walther, Joseph B.(1992)。Interpersonal effects in computer-mediated interaction: a relational perspective。Communication Research,19(1),52-90。  new window
29.楊淑晴、黃凱琳(20110300)。國中生參與線上遊戲經驗與自我概念、生活適應與幸福感之研究。教育資料與圖書館學,48(3),407-442。new window  延伸查詢new window
30.Portes, Alejandro(1998)。Social capital: Its origins and applications in modern sociology。Annual Review of Sociology,24,1-24。  new window
31.Hanifan, Lyda J.(1916)。The Rural School Community Center。The Annals of the American Academy of Political and Social Science,67(1),130-138。  new window
32.張玉佩(20090100)。遊戲、人生:從線上遊戲玩家探討網路世界與日常生活的結合。新聞學研究,98,1-45。new window  延伸查詢new window
33.Granovetter, Mark S.(1973)。The Strength of Weak Ties。American Journal of Sociology,78(6),1360-1380。  new window
34.石曉玲(2015)。跨文化外語教育的「第三空間」理論及其技術實現。唐山學院學報,2015(5),99-102。  延伸查詢new window
35.邱淑惠、陳家綺、陳重均(20101200)。兒童在《楓之谷》做些甚麼?--探討兒童玩線上遊戲的行為與態度。教學科技與媒體,94,25-39。new window  延伸查詢new window
36.Hall, M. L.(2011)。Anchoring and exposing in the third place: Regular identification at the boundaries of social realms。M/C Journal,14(5)。  new window
37.Lin, N.、Dumin, M.(1986)。Access to occupation through social ties。Social Networks,8(4),365-385。  new window
38.Rosenthal, E.(1997)。Social networks and team performance。Team Performance Management,3(4),288-294。  new window
39.Statler, M.、Roos, J.、Victor, B.(2009)。Ain't misbehavin': Taking play seriously in organizations。Journal of Change Management,9(1),87-107。  new window
40.Steinkuehler, C. A.(2005)。The new third place: Massively multiplayer online gaming in American youth culture。Tidskrift Journal of Research in Teacher Education,3(3),17-32。  new window
41.Woolcock, M.(2001)。The place of social capital in understanding social and economic outcomes。Canadian Journal of Policy Research,2(1),65-88。  new window
42.Yuen, F.、Johnson, A. J.(2017)。Leisure spaces, community, and third places。Leisure Sciences,39(3),295-303。  new window
43.Kobayashi, T.(2010)。Bridging social capital in online communities: Heterogeneity and social tolerance of online game players in Japan。Human Communication Research,36(4),546-569。  new window
會議論文
1.Schultheiss, D.(2007)。Long-term motivations to play MMOGs: A longitudinal study on motivations, experience and behavior。The 2007 DiGRA International Conference: Situated Play。The University of Tokyo。344-348。  new window
2.羅中峰(2003)。論社會脈絡中的友誼定位--一個社會學的觀點。論友誼--一個哲學,社會學和政治學的跨學科觀點研討會,(會議日期: 2003年6月)。  延伸查詢new window
研究報告
1.谷玲玲、蘇惠君、陳泊均、黃彥翔(2005)。線上集結、線上社群與線上動員 (計畫編號:NSC92-2412-H-002-018-)。臺灣大學新聞研究所。  延伸查詢new window
2.財團法人台北市公民教育基金會(2020)。2020台灣網路報告。  延伸查詢new window
3.Linder, M.-O.、Roos, J.、Victor, B.(2001)。Play in organizations。  new window
學位論文
1.黃于瑄(2009)。成年人線上遊戲使用程度相關因素之探討(碩士論文)。國立臺中教育大學,臺中市。  延伸查詢new window
2.江志倫(2015)。社會資本對線上遊戲玩家之遊戲忠誠度研究--以英雄聯盟線上遊戲為例(碩士論文)。銘傳大學。  延伸查詢new window
3.吳皓筠(2015)。社群網站之多重帳號使用戰術與人際關係研究--以上班族為例(碩士論文)。國立政治大學。  延伸查詢new window
4.莊詠晴(2009)。上班族對線上遊戲之行為研究(碩士論文)。明道大學。  延伸查詢new window
5.鄭佑漢(2015)。從社會資本觀點探討即時戰略遊戲玩家之人際互動--以線上遊戲「英雄聯盟」為例(碩士論文)。輔仁大學。  延伸查詢new window
6.Ahmad, M. A.(2012)。Computational trust in multiplayer online games(博士論文)。University of Minnesota。  new window
圖書
1.Huizinga, Johan、何道寬(2007)。遊戲的人:文化中遊戲成分的研究。花城出版社。  延伸查詢new window
2.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
3.Caillois, Roger(2001)。Man, Play, and Games。University of Illinois Press。  new window
4.Wood, J. T.(2010)。Interpersonal communication: Everyday encounters。Boston:Wadsworth。  new window
5.Fukuyama, Francis、李宛蓉(2014)。信任:社會德性與經濟繁榮。新北市:立緒文化。  延伸查詢new window
6.Geertz, Clifford(1973)。The Interpretation of Cultures。New York:Basic Books。  new window
7.Coleman, J. S.(1990)。Foundations of Social Theory。Cambridge, MA:Harvard University Press。  new window
8.方永泉(2012)。遊戲、文化及教育。臺北:學富文化事業公司。  延伸查詢new window
9.Bourdieu, Pierre、Wacquant, Loic J. D.(1992)。An Invitation to Reflexive sociology。University of Chicago Press。  new window
10.林南、林祐聖、葉欣怡(2005)。社會資本。臺北:弘智。  延伸查詢new window
11.Putnam, Robert D.(2000)。Bowling Alone: The Collapse and Revival of American Community。Simon & Schuster。  new window
12.Pearce, C.(2009)。Communities of play: Emergent cultures in multiplayer games and virtual world。The MIT press。  new window
13.Rheingold, H.(1993)。The virtual community: Homesteading on the electronic frontier。Addison-Weley。  new window
其他
1.PwC(2019)。2019-2023台灣娛樂暨媒體業展望,https://www.pwc.tw/zh/publications/topic-report/assets/taiwan-entertainment-and-media-outlook-2019-2023.pdf。  new window
2.Yahoo奇摩電玩大調查,https://drive.google.com/file/d/0BwlKufznZS4IZzU1cElXVXAwLXc/view。  new window
3.Edward(20191001)。YouTube調查指出台灣有65%網路人口為遊戲玩家女性占49%每日上網時間達5.6小時,https://gnn.gamer.com.tw/detail.php?sn=186474。  延伸查詢new window
4.周之鼎(20180124)。僅12%台灣人不玩遊戲!104公開調查報告:65%台灣人月花千元玩遊戲,https://game.ettoday.net/article/1099900.htm。  延伸查詢new window
圖書論文
1.Völker, Beate、Flap, Henk、Mollenhorst, Gerald(2009)。Changing Places: The Influence of Meeting Places on Recruiting Friends。Contexts of Social Capital: Social Networks in Markets, Communities and Families。New York:Routledge。  new window
2.Bourdieu, Pierre(1986)。The forms of capital。Handbook of theory and research for the sociology of education。Greenwood Press。  new window
3.黃厚銘(2016)。推薦序:遊戲--人類文明發展的推手。什麼是遊戲?。臺北:開學文化。  延伸查詢new window
4.Lin, Nan(1982)。Social Resources and Instrumental Action。Social Structure and Network Analysis。Beverly Hills, CA:Sage。  new window
5.熊欣華(2007)。組織間信任。組織行為研究在台灣:回顧與展望。華泰文化。new window  延伸查詢new window
6.Allan, G.、Adams, R. G.(1998)。Reflections on context。Placing friendship in context。Cambridge University Press。  new window
7.Delamere, F. M.(2011)。Second life as a digitally mediated third place: Social capital in virtual world communities。Online gaming in context: The social and cultural significance of online games。Routledge。  new window
 
 
 
 
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