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題名:合成世界 : 線上遊戲文化傳播研究
作者:柯舜智 引用關係
出版日期:2009
出版項:臺北:五南
ISBN:9789571156545
主題關鍵詞:文化傳播
學門:傳播學
資料類型:專書
相關次數:
  • 被引用次數被引用次數:期刊(6) 博士論文(1) 專書(0) 專書論文(0)
  • 排除自我引用排除自我引用:6
  • 共同引用共同引用:0
  • 點閱點閱:342
期刊論文
1.Young, K. S.(1999)。Internet Addiction: Evaluation and Treatment。Student British Medical Journal,7(3),351-352。  new window
2.Wan, Chin-Sheng、Chiou, Wen-Bin(2007)。The motivations of adolescents who are addicted to online games: A cognitive perspective。Adolescence,42(165),179-197。  new window
3.Sotamaa, O.(2007)。Let me take you to the movies: Productive Players, commodification and transformative play。Convergence: The International Journal of Research into New Media Technologies,13(4),383-401。  new window
4.(2004)。天堂2會員破百萬。Mania遊戲玩瘋誌,51,7。  延伸查詢new window
5.李文平(20070711)。第二人生,用虛擬世界賺真實資產。30雜誌。  延伸查詢new window
6.金政奐(2002)。韓國網路遊戲市場與產業現況分析。資策會市場情報中心,7,1-17。  延伸查詢new window
7.龐睿智(20070700)。全民遊戲時代來臨。管理雜誌,397,86-87。  延伸查詢new window
8.Griffiths, M. D.(1996)。Technological addictions。Clinical Psychology Forum,76,14-19。  new window
9.Kippax, S.、Murray, J. P.(1980)。Using the mass media: Need gratification and perceived utility。Communication Research,23(2),251-277。  new window
10.Livingstone, S.(2003)。The Challenge of Changing Audiences。European Journal of Communication,79(1),75-86。  new window
11.Marks, I.(1990)。Behavioural (non-chemical) addictions。British Journal of Addiction,85(11),1389-1394。  new window
12.McCain, T.(1986)。Patterns of media use in Europe。European Journal of Communication,7(3),231-250。  new window
13.Orford, J.(2001)。Addiction as excessive appetite。Addiction,96,15-31。  new window
14.Pearce, C.(2006)。Productive play: Game culture from bottom up。Games and Culture,7(1),17-24。  new window
15.何琦瑜(2003)。網路變身犯罪天堂。天下雜誌,287,98-102。  延伸查詢new window
16.林宇玲(20080300)。兒童與線上遊戲:性別建構與文化實踐--以臺北縣偏遠地區學童玩《楓之谷》為例。教學科技與媒體,83,97-109。new window  延伸查詢new window
17.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
18.Dominick, J. R.(1984)。Videogames, Television Violence, and Aggression in Teenagers。Journal of Communication,34,136-151。  new window
19.Drucker, Peter(1999)。Beyond the information revolution。The Atlantic Monthly,284(4),47-57。  new window
20.Griffiths, M. D.、Hunt, N.(1998)。Dependence on computer games by adolescents。Psychological reports,82(2),475-480。  new window
21.Kücklich, J.(2005)。Precarious playbour: Modders and the digital games industry。Fibreculture Journal,5(1),1-5。  new window
22.Steinkuehlei, C. A.(2006)。Why game (culture) studies now。Games and culture,7(1),97-102。  new window
23.Tejeiro, R.(2001)。Video games addiction: A review。Adicciones,13,407-413。  new window
24.Wolf, M. J. P.(2006)。Games studies and beyond。Games and Culture,7(1),116-118。  new window
25.Selwyn, N.(2003)。Doing IT for the kids: Re-examining children, computers and the "Information Society"。Media, Culture & Society,25(3),351-378。  new window
26.Wan, C. S.、Chiou, W. B.(2006)。Why Are Adolescents Addicted to Online Gaming? An Interview Study in Taiwan。CyberPsychology & Behavior,9(6),762-766。  new window
27.Terranova, Tiziana(2000)。Free Labor: Producing Culture for the Digital Economy。Social Text,18(2),33-58。  new window
28.Young, K. S.(2004)。Internet addiction: A new clinical phenomenon and its consequences。American Behavioural Scientist,48(4),402-415。  new window
29.陳怡安(20020700)。線上遊戲的魅力。資訊社會研究,3,183-214。new window  延伸查詢new window
30.Katz, Elihu、Gurevitch, Michael、Haas, Hadassah(1973)。On the Use of Mass Media for Important Things。American Sociological Review,38(2),164-181。  new window
31.陳淑惠、翁儷禎、蘇逸人、吳和懋、楊品鳳(20030900)。中文網路成癮量表之編製與心理計量特性研究。中華心理學刊,45(3),279-294。new window  延伸查詢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
研究報告
1.陳淑惠(2000)。我國學生電腦網路沉迷現象之整合研究--子計畫:網路沉迷現象的心理病理之初探 (計畫編號:NSC 89-2511-S-002-010-N)。  延伸查詢new window
學位論文
1.許嘉泉(2003)。探討國中學生價值觀與線上遊戲經驗的相關研究(碩士論文)。國立高雄師範大學。  延伸查詢new window
2.黃俊傑(2005)。線上遊戲心流經驗與沉迷行為相關因素之探討(碩士論文)。輔仁大學,臺北。  延伸查詢new window
3.徐孟達(2005)。線上遊戲的整合行銷傳播效果研究:以「仙境傳說Online」為例(碩士論文)。世新大學。  延伸查詢new window
4.李宜家(2009)。命中注定會成癮?:由玩家的線上遊戲生命歷程探討遊戲「成癮」(碩士論文)。國立政治大學。  延伸查詢new window
5.李詠絮(2006)。穿越虛擬與真實:青少年線上遊戲文化之形塑與對e化教學的啟示(碩士論文)。國立臺灣師範大學。  延伸查詢new window
6.李維哲(2007)。線上遊戲機制對玩家消費影響之研究(碩士論文)。玄奘大學。  延伸查詢new window
7.莊春蘭(2006)。線上遊戲玩家人格特質與虛擬社群功能對於玩家行為影響之研究(碩士論文)。長榮大學。  延伸查詢new window
8.陳靜怡(2006)。落入online game的世界--玩家參與線上遊戲歷程之研究(碩士論文)。國立台灣體育學院。  延伸查詢new window
9.黃宇暄(2006)。國中生線上遊戲行為與人際關係之研究(碩士論文)。輔仁大學,臺北。  延伸查詢new window
10.蔡靜誼(2005)。影響線上遊戲玩家行為意願之研究(碩士論文)。國立台灣科技大學。  延伸查詢new window
11.鄭惠真(2005)。線上角色扮演遊戲玩家的行為動機研究(碩士論文)。南台科技大學。  延伸查詢new window
12.鐘健如(2002)。行動電玩產業之網路經濟學分析(碩士論文)。元智大學。  延伸查詢new window
13.王建翔(2005)。國小兒童網路使用行為之研究--以桃園市國小高年級學童為例(碩士論文)。元智大學。  延伸查詢new window
14.王健任(2005)。國中生網路遊戲成癮傾向及學校生活適應之相關研究(碩士論文)。國立花蓮師範學院。  延伸查詢new window
15.徐尚文(2006)。台北市國小高年級學童線上遊戲經驗、態度與生活適應表現之相關研究(碩士論文)。國立臺東大學。  延伸查詢new window
16.馬嘉宏(2004)。網路線上遊戲成癮因素之個案研究(碩士論文)。國立高雄師範大學。  延伸查詢new window
17.傅健泰(2004)。國小六年級學童之休閒活動對睡眠剝奪及負向行為的影響研究--以玩電玩為例(碩士論文)。臺灣大學。  延伸查詢new window
18.黃千芳(2005)。線上遊戲玩家之背景、動機、行為、人際關係與遊戲沈迷之研究(碩士論文)。國立新竹教育大學。  延伸查詢new window
19.黃雅慧(2004)。虛擬世界中的真實人生:線上遊戲成癮現象及其相關因素探究(碩士論文)。世新大學。  延伸查詢new window
20.侯蓉蘭(2003)。角色扮演的網路遊戲對少年自我認同的影響(碩士論文)。東海大學,台中。  延伸查詢new window
21.白育甄(2004)。網路成癮經驗對大學生學習與生活及心理社會發展影響--網路遊戲成癮個案之分析(碩士論文)。國立臺灣師範大學。  延伸查詢new window
圖書
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2.Kerr, A.(2006)。The business and culture of digital games: Gamework and gameplay。London:Sage。  new window
3.Juul, Jesper(2005)。Half-real: Video games between real rules and fictional worlds。MIT Press。  new window
4.Johnson, S.(2005)。Everything bad is good for you: How today's popular culture is actually making us smarter。New York:Riverhead Books。  new window
5.森昭雄、張麗瓊(2005)。小心電玩腦:電玩世代孩童的大腦危機。台北市:遠流出版事業公司。  延伸查詢new window
6.Jenkins, Henry(2006)。Fans, bloggers, and gamers: Exploring participatory culture。New York University Press。  new window
7.Potter, W. J.(2005)。Media Literacy。Thousand Oaks, CA:Sage。  new window
8.傅鏡暉(2004)。線上遊戲產業HAPPY書。臺北:遠流出版事業公司。  延伸查詢new window
9.劉楚慧、周樹林(2008)。臺灣網路娛樂行為分析。臺北:資策會市場中心。  延伸查詢new window
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其他
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5.RU(20090213)。女性、上班族可望帶動臺灣遊戲市場成長空間,http://gnn.gamer.com.tw/7/35047.html, 2009/04/02。  延伸查詢new window
6.(2004)。青少年生活價值觀及媒體使用行為研究結果,http://tw.promo.yahoo.com/aboutcompany/2004news/20040624/index.htm, 2006/10/12。  延伸查詢new window
7.中央社(20090520)。調查:5成7家長擔心孩子上網成癮,http://udn.com/NEWS/NATIONAL/BREAKINGNEWSl/4917473.shtml, 2009/05/20。  延伸查詢new window
8.王昶閔(20081212)。線上遊戲玩上癮就像吸毒難自拔。  延伸查詢new window
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圖書論文
1.Lee, K. M.、Peng, W.(2006)。What do we know about social and psychological effects of computer games? A comprehensive review of the current literature。Playing video games: Motives, responses, and consequences。Mahwah, NJ:Lawrence Erlbaum。  new window
2.Brown, A.(1998)。Introduction。Fanatics: Power, Identity and Fandom in Football。London:Routledge。  new window
3.Buckingham, D.(2006)。Is there a digital generation?。Digital generations: Children, young people, and new media。Nahawah, New Jersey:Lawrence Elbaum。  new window
4.Caillois, R.(2006)。The definition of play and the classification of games。The game design reader; A Rules of play anthology。Cambridge, MA:MIT Press。  new window
5.Chan, E.、Vorderer, P.(2006)。Massively multiplayer online games。Playing video games: Motives, responses, and consequences。Lawrence Erlbaum Associates。  new window
6.Durkin, K.(2006)。Game playing and adolescents' development。Playing video games: Motives, responses, and consequences。Mahwah, New Jersey:Lawrence Erlbaum Associate。  new window
7.Ehrenreich, B.、Hess, E.、Jacobs, G.(2003)。Beatlemania: Girls just want to have fun。The audience studies reader。London:Routledge。  new window
8.Giddings, S.、Kennedy, H. W.(2006)。Digital games as new media。Understanding digital games。London:Sage。  new window
9.Griffiths, M. D.、Davies, M. N. O.(2005)。Does video game addiction exist?。Handbook of computer game studies。Cambridge, MA:The MIT Press。  new window
10.Hill, M.(2001)。Virtually out there: Strategies, tactics and affective spaces in online fandom。Technospaces: Inside the new media。London:Continuum。  new window
11.Huizinga, J.(2006)。Nature and significance of play as a cultural phenomenon。The game design reader: A Rules of play anthology。Cambridge, MA:MIT Press。  new window
12.Jenkins, H.(2003)。Out of the Closet and into the Universe: Queers and Star Trek。The audience studies reader。London:Routledge。  new window
13.Klug, G. C.、Schell, J.(2006)。Why people play games: An Industry perspective。Playing video games: Motives, responses, and consequences。Mahwah, New Jersey:Lawrence Erlbaum。  new window
14.Lewis, L. A.(1992)。Introduction。The adoring audience: Fan culture and popular media。London:Routledge。  new window
15.Meehan, E.(2000)。Fan ethnography and political economy。Consuming audiences? Production and reception in media research。Cresskill, New Jersey:Hampton Press。  new window
16.Muggleton, D.(2003)。Inside subculture: The postmodern meaning of style。The audience studies reader。London:Routledge。  new window
17.Peele, S.(2008)。What addiction is and is not: The impact of mistaken notion of addiction。Addiction: Vol. I Concepts of addiction and tobacco。Oxon, Abingdon:Routledge。  new window
18.Plant, M.、Plant, M.(2008)。Introduction。Addiction: Vol. I Concepts of addiction and tobacco。Oxon, Abingdon:Routledge。  new window
19.Raessens, J.、Goldstein, J.(2005)。Introduction。Handbook of computer game studies。Cambridge, MA:The MIT Press。  new window
20.Jenkins, H.(2005)。Game, the new lively art。Handbook of computer game studies。Cambridge, MA:The MIT Press。  new window
21.Salen, K.、Zimmerman, E.(2005)。Game design and meaningful play。Handbook of computer game studies。Cambridge, MA:The MIT Press。  new window
22.Salen, K.、Zimmerman, E.(2006)。Perface。The game design reader: A Rules of play anthology。Cambridge, MA:The MIT Press。  new window
23.Salen, K.(2008)。Toward an ecology of gaming。The ecology of games: Connecting youth, games, and learning。Cambridge, MA:The MIT Press。  new window
24.Williams, D.(2006)。A brief social history of game play。Playing video games: Motives, responses, and consequences。Mahwah, New Jersey:Lawrence Erlbaum Associates。  new window
25.Wolf, M. J. P.(2001)。The video game as a medium。The Medium of the video game。Austin:University of Texas Press。  new window
26.Wolf, M. J. P.、Perron, B.(2003)。Introduction。The Video game theory reader。New York:Routledge。  new window
27.McMahan, A.(2003)。Immersion, Engagement and Presence: A Method for Analyzing 3-D Video Games。The video game theory reader。New York:Routledge。  new window
 
 
 
 
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