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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。 | 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。 | 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)。 | 3. | Souza, P.、Rodrigues, K. R. H.、Neris, V.(2019)。Proceedings of the 18th Brazilian Symposium on Human Factors in Computing Systems。 | 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 | 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 | 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 | 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 | 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 | 圖書1. | Rouse, R.(2001)。Game design: theory and practice。Plano, TX:Wordware Publishing。 | 2. | Perron, B.、Wolf, M. J. P.(2009)。The video game theory reader 2。New York, NY:Routledge。 | 3. | MacLean, P. D.(1990)。The triune brain in evolution: role in paleocerebral functions。New York:Plenum Press。 | 4. | Van Gorp, Trevor、Adams, E.(2012)。Design for Emotion。Morgan Kaufmann Publishers。 | 5. | McGonigal, J.(2011)。Reality is broken: Why games make us better and how they can change the world。Penguin Press。 | 6. | Scheff, Thomas J.(1979)。Catharsis in Healing, Ritual, and Drama。University of California Press。 | 7. | Hayes, S. C.、Strosahl, K.、Wilson, K. G.(1999)。Acceptance and commitment therapy: An experiential approach to behavior change。New York:Guilford。 | 8. | Stewart, D. W.、Shamdasani, P. N.(1990)。Focus Groups: Theory and Practice。Newbury Park, CA:Sage Publications, Inc.。 | 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 | 10. | Jordan, P. W.(2000)。Designing pleasurable products。Taylor & Francis。 | 11. | Ortony, Andrew、Clore, Gerald L.、Collins, Allan(1988)。The Cognitive Structure of Emotions。Cambridge:Cambridge University Press。 | 12. | Norman, D. A.(2013)。The Design of Everyday Things。New York:Basic Books。 | 13. | Desmet, P. R.(2002)。Designing Emotions。Delft:Pieter Desmet。 | 14. | Chou, Y.-K.(2019)。Actionable Gamification: Beyond Points, Badges, and Leaderboards。Packt Publishing Ltd.。 | 15. | Coopersmith, S.(1965)。The Antecedents of Self-Esteem。San Francisco:Freeman。 | 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。 | 17. | Kristiansen, P.、Rasmussen, R.(2014)。Building a Better Business Using the Lego Serious Play Method。John Wiley & Sons。 | 18. | Rollings, A.、Morris, D.(1999)。Game Architecture and Design: Learn the Best Practices for Game Design and Programming。Coriolis Group Books。 | 19. | Rogers, Carl R.(1961)。On becoming a person: A therapist's view of psychotherapy。Houghton Mifflin。 | 20. | Norman, Donald A.(2004)。Emotional Design: Why we love (or hate) Everday Things。New York:Basic Book。 | 21. | Guilford, Joy Paul(1965)。Fundamental Statistics in Psychology and Education。McGraw-Hill。 | 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。 | 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 | 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 | 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 | 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 | 6. | Mashira, M.(2020)。Why you should care about gamification?,https://uxplanet.org/why-you-should-care-about-gamification-8f2ff3f34724。 | 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。 | 2. | Norman, D. A.、Ortony, A.(2003)。Designers and Users: two perspectives on emotion and design。Symposium on Foundations of Interaction design。 | |