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題名:不同涉入程度的玩家對精靈寶可夢遊戲中具體設計特質的認知差異
書刊名:感性學報
作者:陳怡貞 引用關係李學然
作者(外文):Chen, Yi-chenLi, Shyue-ran
出版日期:2020
卷期:7:1
頁次:頁4-28
主題關鍵詞:精靈寶可夢評價構造法具體設計特質擴增實境遊戲Pokémon GOEvaluation grid methodConcrete design featuresAugmented reality 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(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:5
  • 點閱點閱:2
期刊論文
1.Corporaal, A. H.(1991)。Repertory grid research into cognition of prospective primary school teachers。Teaching and Teacher Education,7(4),315-329。  new window
2.Kapferer, Jean-Noel、Laurent, G.(1993)。Further Evidence on the Consumer Involvement Profile: Five Antecedents of Involvement。Psychology and Marketing,10(4),347-355。  new window
3.周嵩益、蘇士博、林岑怡(20060900)。健身俱樂部會員卡消費者之涉入程度及購買決策相關因素之研究。運動休閒餐旅研究,1(3),42-52。new window  延伸查詢new window
4.Huang, L.-Y.、Hsieh, Y.-J.(2011)。Predicting online game loyalty based on need gratification and experiential motives。Internet Research,21(5),581-598。  new window
5.Lu, His-Peng、Wang, Shu-Ming(2008)。The Role of Internet Addiction in Online Game Loyalty: An Exploratory Study。Internet Research,18(5),499-519。  new window
6.Embacher, J.、Buttle, F.(1989)。A repertory Grid Analysis of Austria's Image as a Summer Vacation Destination。Journal of Travel Research,27(3),3-7。  new window
7.Ma, M. Y.、Chen, C. Y.、Wu, F. G.(2007)。A Design Decision-Making Support Model for Customized Product Color Combination。Computers in Industry,58(6),504-518。  new window
8.Shen, Kai S.(2013)。Measuring the Sociocultural Appeal of SNS Games in Taiwan。Internet Research,23(3),372-392。  new window
9.Asano, H.(1998)。An Hierarchical Representation of the Consumer Value Structure using Qualitative Data。Report of Modeling the Evaluation Structure of Kansei,2,223-231。  new window
10.Chen, K.-H.、Shen, K.-S.、Ma, M.-Y.(2012)。The functional and usable appeal of Facebook SNS games。Internet Research,22(4),467-481。  new window
11.Cota, T. T.、Ishitani, L.、Vieira, N. Jr.(2015)。Mobile game design for the elderly: A study with focus on the motivation to play。Computers in Human Behavior,51(Part A),96-105。  new window
12.Greenberg, B. S.、Sherry, J.、Lachlan, K.、Lucas, K.、Holmstrom, A.(2010)。Orientations to Video Games Among Gender and Age Groups。Simulation & Gaming,41(2),238-259。  new window
13.Hallsworth, A. G.(1987)。Repertory grid methodology and the analysis of group perceptions in retailing。International Journal of Retailing,3(4),43-53。  new window
14.Lin, C.-Y.、Hung, W.-H.、Fang, K.、Tu, C.-C.(2015)。Understanding players' achievement values from MMORPGs: an exploratory study。Internet Research,25(5),829-851。  new window
15.Ma, M.-Y.、Chen, Y.-C.、Li, S.-R.(2011)。How to Build Design Strategy for Attractiveness of New Products。Advances in Information Sciences and Service Sciences,3(11),17-26。  new window
16.Ma, M.-Y.、Chen, Y.-C.、Li, S.-R.(2012)。Exploration of Attributes Affecting Consumers' Adoption Rate of New Products。Advances in Information Sciences and Service Sciences,4(10),138-148。  new window
17.Ma, M.-Y.、Yang Tseng, L.-T.(2012)。Applying Miryoku (Attractiveness) Engineering for Evaluation of Festival Industry。Advances in Information Sciences and Service Sciences,4(1),1-9。  new window
18.Ma, M.-Y.、Yang Tseng, L.-T.、Wu, Y.-T.、Tsai, Y.-L.、Ren, T.-C.(2012)。Evaluation Attractiveness of Wedding Dresses: Qualitative to Quantitative。Journal of Convergence Information Technology,7(5),263-272。  new window
19.Nitta, Y.(1986)。Problems of machine translation systems: Effect of cultural differences on sentence structure。Future Generation Computer Systems,2(2),101-115。  new window
20.Liu, J.、Kauffman, R. J.、Ma, D.(2015)。Competition, cooperation, and regulation: Understanding the evolution of the mobile payments technology ecosystem。Electronic Commerce Research and Applications,14(5),372-391。  new window
21.Browne, K.、Anand, C.(2012)。An empirical evaluation of user interfaces for a mobile video game。Entertainment Computing,3(1),1-10。  new window
22.Devika, V.(2017)。How gamers process in-game brand placements under different game-involvement conditions。Management Research Review,40(4),471-490。  new window
23.Reynolds, Thomas J.、Gutman, Jonathan(1984)。Advertising as Image Management。Journal of Advertising Research,24(1),27-37。  new window
24.吳淑鶯、黃淑鈴(20031200)。影響消費者對咖啡連鎖店涉入程度之前因及結果實證研究。中華管理評論,6(6),136-155。  延伸查詢new window
25.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
會議論文
1.Chu, K.、Wong, C. Y.、Khong, C. W.(2011)。Methodologies for Evaluating Player Experience in Game Play。Springer。118-122。  new window
2.Mohamed, H.、Jaafar, A.(2010)。Development and potential analysis of Heuristic Evaluation for Educational Computer Game (PHEG)。2010 5th International Conference on Computer Sciences and Convergence Information Technology。Seoul。  new window
3.Sanui, J.、Ujigawa, M.(1999)。Extracting Baby-Boomers' Future Expectations by the Evaluation Grid Method Through E-Mail。The HCI International 1999--The 8th International Conference on Human-Computer Interaction。Munich。  new window
4.Sanui, Junichiro(1996)。Visualization of users' requirements: Introduction of the Evaluation Grid Method。The 3rd Design & Decision Support Systems in Architecture & Urban Planning Conference,365-374。  new window
學位論文
1.呂宗哲(2010)。愉悅型產品之魅力要素與愉悅感持續性研究(碩士論文)。國立成功大學。  延伸查詢new window
2.廖正雄(2012)。電子遊戲的遊戲性分類研究--以APP STORE遊戲為例(碩士論文)。國立中央大學。  延伸查詢new window
3.李孟松(2010)。品牌個性一致性、產品涉入對消費者購買意願之影響--以台灣汽車市場為例(碩士論文)。國立交通大學。  延伸查詢new window
4.杜昆翰(2010)。探討使用者之操作情緒與產品操作可見性及魅力之關係--以水龍頭為例(碩士論文)。國立成功大學。  延伸查詢new window
5.陳介于(2011)。臉部保養品涉入程度與購買決策之研究(碩士論文)。國立中山大學。  延伸查詢new window
6.林建全(2006)。消費性電子產品的誘目特徵之研究(碩士論文)。國立成功大學。  延伸查詢new window
圖書
1.Trefry, G.(2010)。Casual Game Design: Designing Play for the Gamer in ALL of us。Morgan Kaufmann。  new window
2.Fransella, F.、Bell, R.、Bannister, D.(2004)。A Manual for Repertory Grid Technique。Wiley。  new window
3.Ujigawa, M.(2000)。The evolution of preference-based design。Research and Development Institute。  new window
4.Feixas, G.、Cornejo-Alvarez, J. M.(2002)。A manual for the repertory grid: Using the GRIDCOR programme。  new window
5.Kelly, George A.(1955)。The Psychology of personal constructs。W. W. Norton。  new window
6.Nielsen, Jakob(1993)。Usability Engineering。Academic Press。  new window
7.Hair, J. F.、Anderson, R. E.、Tatham, R.、Black, W. C.、Babin, B. J.(2010)。Multivariate Data Analysis with Readings。Prentice Hall International。  new window
其他
1.Nelson, R.(2016)。Mobile Users Are Spending More Time in Pokémon GO Than Facebook,https://sensortower.com/blog/pokemongo-usage-data。  new window
2.Nielsen, J.(2001)。First Rule of Usability? Don't Listen to Users。  new window
3.Priceonomics(2016)。These are the highest grossing apps in the U.S.,https://medium.com/@sm_app_intel/these-are-thehighest-grossing-apps-in-the-u-s-9d935d5423eb。  new window
圖書論文
1.Greechan, J.(2008)。The Market for Casual Games。2008‐2009 Casual Games White Paper。International Game Developers Association。  new window
2.Grodal, T. K.(2000)。Video Games and the Pleasure of Control。Media Entertainment: The Psychology of its Appeal。Mahwah, New Jersey:Lawrence Erlbaum Associates。  new window
 
 
 
 
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