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題名:療癒系手機遊戲設計元素對玩家自我接納與療癒感受之研究
書刊名:感性學報
作者:張又驊李峻德 引用關係
作者(外文):Chang, Yu HuaLee, Jim Jiunde
出版日期:2021
卷期:8:1
頁次:頁54-85
主題關鍵詞:療癒系遊戲情緒設計遊戲化自我接納療癒感受Healing gameEmotional designGamificationSelf-acceptanceHealing experience
原始連結:連回原系統網址new window
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  • 點閱點閱:21
期刊論文
1.Bond, F. W.、Hayes, S. C.、Baer, R. A.、Carpenter, K. M.、Guenole, N.、Orcutt, H. K.、Watlz, T.、Zettle, R. D.(2011)。Preliminary psychometric properties of the Acceptance and Action Questionnaire-II: A revised measure of psychological inflexibility and experiential avoidance。Behavior Therapy,42(4),676-688。  new window
2.Miller, L. M.、Chang, Ching-I.、Wang, Shu、Beier, M. E.、Klisch, Yvonne(2011)。Learning and motivational impacts of a multimedia science game。Computers & Education,57(1),1425-1433。  new window
3.Hsu, S.-H.、Wen, M.-H.、Wu, M.-C.(2009)。Exploring user experiences as predictors of MMORPG addiction。Computers & Education,53(3),990-999。  new window
4.Agarwal, R.、Venkatesh, V.(2002)。Assessing a Firm's Web Presence: A Heuristic Evaluation Procedure for the Measurement of Usability。Information Systems Research,13(2),168-186。  new window
5.Hayes, S. C.、Strosahl, K. D.、Wilson, K. G.、Bissett, R. T.、Pistorello, J.、Toarmino, D.、Polusny, M. A.、Dykstra, T. A.、Batten, S. V.、Bergan, J.、Stewart, S. H.、Zvolensky, M. J.、Eifert, H. G.、Bond, F. W.、Forsyth J. P.、Karekla, M.、Mccurry, S. M.(2004)。Measuring experiential avoidance: A preliminary test of a working model。The Psychological Record,54(4),553-578。  new window
6.Tractinsky, Noam、Cokhavi, A.、Kirschenbaum, M.、Sharfi, T.(2006)。Evaluating the consistency of immediate aesthetic perceptions of web pages。International Journal of Human-Computer Studies,64(11),1071-1083。  new window
7.Deci, E. L.、Ryan, R. M.(1980)。The empirical exploration of intrinsic motivational processes。Advances in experimental social psychology,13,39-80。  new window
8.Ellis, A.(1980)。Psychotherapy and atheistic values: A response to A. E. Bergin's "psychotherapy and religious values"。Journal of Consulting and Clinical Psychology,48(5),635-639。  new window
9.Jordan, Patrick W.(1998)。Human Factors for Pleasure in Product use。Applied Ergonomics,29(1),25-33。  new window
10.Teo, Thompson S. H.、Lim, Vivien K. G.、Lai, Raye Y. C.(1999)。Intrinsic and Extrinsic Motivation in Internet Usage。OMEGA: International Journal of Management Science,27(1),25-37。  new window
11.Bonanno, G. A.、Burton, C. L.(2013)。Regulatory flexibility: An individual differences perspective on coping and emotion regulation。Perspectives on Psychological Science,8(6),591-612。  new window
12.Mayo, M. J.(2007)。Games for science and engineering education。Communications of the ACM,50(7),30-35。  new window
13.Waterman, A. S.(1993)。Two conceptions of happiness: Contrasts of personal expressiveness (eudaimonia) and hedonic enjoyment。Journal of Personality and Social Psychology,64(4),678-691。  new window
14.Novak, Thomas P.、Hoffman, Donna L.、Yung, Yiu-Fai(2000)。Measuring the Customer Experience in Online Environments: A Structural Modeling Approach。Marketing Science,19(1),22-42。  new window
15.焦彩娟(2008)。大學生自我接納心理探析。湖北第二師範學院學報,25,86-­87。  延伸查詢new window
16.Johnson, B. C.(1990)。Focus group positioning and analysis: A commentary on adjuncts for enhancing the design of healthcare research。Health Marketing Quarterly,7(1/2),153-168。  new window
17.Gross, James J.(1998)。Antecedent and response-focused emotion regulation: Divergent consequences for expression, experience and physiology。Journal of Personality and Social Psychology,74(1),224-237。  new window
18.Hinton, D. E.、Kirmayer, L. J.(2017)。The flexibility hypothesis of healing。Culture, medicine and psychiatry,41(1),3-34。  new window
19.Koss-Chioino, J. D.(2005)。Spirit healing, mental health, and emotion regulation。Zygon®,40(2),409-422。  new window
20.Nanda, U.(2011)。It's all about healing。Health Environments Research and Design Journal,4(3),3-6。  new window
21.Oltean, H. R.、Hyland, P.、Vallières, F.、David, D. O.(2019)。Rational beliefs, happiness and optimism: An empirical assessment of REBT's model of psychological health。International journal of psychology,54(4),495-500。  new window
22.Pati, D.、Nanda, U.(2011)。Influence of positive distractions on children in two clinic waiting areas。HERD: Health Environments Research & Design Journal,4(3),124-140。  new window
23.Rollins, J. A.(2011)。Arousing curiosity: When hospital art transcends。HERD: Health. Environments Research & Design journal,4(3),72-94。  new window
24.Sheng, H.、Joginapelly, T.(2012)。Effects of Web Atmospheric Cues on Users' Emotional Responses in E-Commerce。AIS Transactions on Human-Computer Interaction,4(1),1-24。  new window
25.Sajjad, S.、Mohsin, S.、Sana, F.、Abdullah, A. H.(2012)。Evolving enemy avatar, through categorization technique in computer game for healing。International Journal of Information and Education Technology,2(4),338-340。  new window
26.Ryff, Carol D.(1989)。Happiness is Everything, or Is It? Explorations on the Meaning of Psychological Well-being。Journal of Personality and Social Psychology,57(6),1069-1081。  new window
27.Ryan, R. M.(1995)。Psychological needs and the facilitation of integrative processes。Journal of Personality,63(3),397-427。  new window
28.Ryff, Carol D.、Singer, Burton H.(2008)。Know thyself and become what you are: A eudaimonic approach to psychological well-being。Journal of Happiness Studies: An Interdisciplinary Forum on Subjective Well-Being,9(1),13-39。  new window
29.Deci, Edward L.、Ryan, Richard M.(2000)。The "What" and "Why" of Goal Pursuits: Human Needs and the Self-Determination of Behavior。Psychological Inquiry,11(4),227-268。  new window
30.Waterman, A. S.(2007)。Doing well: The relationship of identity status to three conceptions of well-being。Identity: An International Journal of Theory and Research,7(4),289-307。  new window
會議論文
1.Kultima, A.、Stenros, J.(2010)。Designing Games for Everyone: the Expanded Game Experience Model。International Academic Conference on the Future of Game Design and Technology,(會議日期: 2010/5/6-2010/5/7)。Vancouver, British Columbia:ACM。66-73。  new window
2.Garcia, F. E.、Da Hora Rodrigues, K. R.、De Almeida Neris, V. P.(2016)。An interaction modeling language for therapeutic applications。The 15th Brazilian Symposium on Human Factors in Computer Systems。ACM。32(1)-32(10)。  new window
3.Souza, P.、Rodrigues, K. R. H.、Neris, V.(2019)。Proceedings of the 18th Brazilian Symposium on Human Factors in Computing Systems。  new window
學位論文
1.林慧玲(2014)。從心理角度探討療癒系商品消費行為研究(碩士論文)。國立政治大學。  延伸查詢new window
2.王俊為(2009)。從不同成年族群探討療傷系玩具配色色彩認知之研究(碩士論文)。南華大學。  延伸查詢new window
3.宋係潔(2008)。療傷系玩具特性與熟齡族療傷感的研究(碩士論文)。南台科技大學。  延伸查詢new window
4.藍意茹(2006)。「癒す」玩具之設計探究(碩士論文)。國立臺灣藝術大學。  延伸查詢new window
5.游琬芯(2013)。仿造療癒系玩具之優使性研究(碩士論文)。國立臺北教育大學。  延伸查詢new window
圖書
1.Rouse, R.(2001)。Game design: theory and practice。Plano, TX:Wordware Publishing。  new window
2.Perron, B.、Wolf, M. J. P.(2009)。The video game theory reader 2。New York, NY:Routledge。  new window
3.MacLean, P. D.(1990)。The triune brain in evolution: role in paleocerebral functions。New York:Plenum Press。  new window
4.Van Gorp, Trevor、Adams, E.(2012)。Design for Emotion。Morgan Kaufmann Publishers。  new window
5.McGonigal, J.(2011)。Reality is broken: Why games make us better and how they can change the world。Penguin Press。  new window
6.Scheff, Thomas J.(1979)。Catharsis in Healing, Ritual, and Drama。University of California Press。  new window
7.Hayes, S. C.、Strosahl, K.、Wilson, K. G.(1999)。Acceptance and commitment therapy: An experiential approach to behavior change。New York:Guilford。  new window
8.Stewart, D. W.、Shamdasani, P. N.(1990)。Focus Groups: Theory and Practice。Newbury Park, CA:Sage Publications, Inc.。  new window
9.邱皓政(2000)。量化研究與統計分析。臺北市:五南圖書公司。  延伸查詢new window
10.Jordan, P. W.(2000)。Designing pleasurable products。Taylor & Francis。  new window
11.Ortony, Andrew、Clore, Gerald L.、Collins, Allan(1988)。The Cognitive Structure of Emotions。Cambridge:Cambridge University Press。  new window
12.Norman, D. A.(2013)。The Design of Everyday Things。New York:Basic Books。  new window
13.Desmet, P. R.(2002)。Designing Emotions。Delft:Pieter Desmet。  new window
14.Chou, Y.-K.(2019)。Actionable Gamification: Beyond Points, Badges, and Leaderboards。Packt Publishing Ltd.。  new window
15.Coopersmith, S.(1965)。The Antecedents of Self-Esteem。San Francisco:Freeman。  new window
16.IJsselsteijn, W. A.、Poels, K.、De Kort, Y. A. W.(2008)。The Game Experience Questionnaire: Development of a Self-report Measure to Assess Player Experiences of Digital Games。Technische Universiteit Eindhoven。  new window
17.Kristiansen, P.、Rasmussen, R.(2014)。Building a Better Business Using the Lego Serious Play Method。John Wiley & Sons。  new window
18.Rollings, A.、Morris, D.(1999)。Game Architecture and Design: Learn the Best Practices for Game Design and Programming。Coriolis Group Books。  new window
19.Rogers, Carl R.(1961)。On becoming a person: A therapist's view of psychotherapy。Houghton Mifflin。  new window
20.Norman, Donald A.(2004)。Emotional Design: Why we love (or hate) Everday Things。New York:Basic Book。  new window
21.Guilford, Joy Paul(1965)。Fundamental Statistics in Psychology and Education。McGraw-Hill。  new window
其他
1.Lazzaro, N.(2004)。Why we play games: Four keys to more emotion without story,http://www.xeodesign.com/whyweplaygames/xeodesign_whyweplaygames.pdf。  new window
2.早小安(2018)。下載次數超過 800 萬!日本療癒系手遊《旅行青蛙》全台爆紅 網友:每天都在等牠回家,https://www.juksy.com/archives/75244?atl=l&gp=l。  延伸查詢new window
3.遊戲葡萄(20200424)。疫情之下,全球遊戲產業正迎來大變局,https://technews.tw/2020/04/24/the-global-game-industry-is-ushering-in-a-big-change/。  延伸查詢new window
4.MKC編輯小組(20180509)。越簡單越流行--《旅蛙》給你簡單樂趣,https://mymkc.com/article/content/22953。  延伸查詢new window
5.吳政錡,韋惟珊(20180130)。爆紅手遊《旅行青蛙》有何特別?開發團隊透露4個特點,和一般遊戲大不同,https://www.managertoday.com.tw/articles/view/55634。  延伸查詢new window
6.Mashira, M.(2020)。Why you should care about gamification?,https://uxplanet.org/why-you-should-care-about-gamification-8f2ff3f34724。  new window
圖書論文
1.Keyes, C. L. M.、Waterman, M. B.(2003)。Dimensions of well-being and mental health in adulthood。Well-being: Positive development across the life course。Mahwah, NJ:Lawrence Erlbaum Associates Publishers。  new window
2.Norman, D. A.、Ortony, A.(2003)。Designers and Users: two perspectives on emotion and design。Symposium on Foundations of Interaction design。  new window
 
 
 
 
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