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題名:線上遊戲中女性氣質之研究:以職業女子電子競技玩家為例
書刊名:靜宜人文社會學報
作者:許靜雯林沛澧
作者(外文):Xu, Jing-wenLin, Philip
出版日期:2020
卷期:14:3
頁次:頁117-140
主題關鍵詞:線上遊戲電子競技女子職業電子競技選手女性氣質Online gamesE-sportsFemale professional e-sports playersFemininity
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(0) 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:0
  • 共同引用共同引用:18
  • 點閱點閱:8
期刊論文
1.Jansz, Jeroen(2005)。The Emotional Appeal of Violent Video Games for Adolescent Males。Communication Theory,15(3),215-241。  new window
2.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
3.Lucas, Kristen、Sherry, John L.(2004)。Sex Differences in Video Game Play: A Communication-based Explanation。Communication Research,31(5),499-523。  new window
4.Miller, L.(1996)。Girls' Preferences in Software Design: Insights from a Focus Group。Interpersonal Computing and Technology,4(2),27-36。  new window
5.張玉佩、邱馨玉(20100000)。遊戲媒體文化之男性氣概探索:文本結構與玩家詮釋。傳播與社會學刊,12,111-146。new window  延伸查詢new window
6.Rieber, L. P.(1996)。Seriously considering play: designing interactive learning environments based on the blending of microworlds, simulations and games。Educational Technology Research and Development,44(2),43-58。  new window
7.Williams, D.、Martins, N.、Consalvo, M.、Ivory, J. D.(2009)。The virtual census: Representations of gender, race and age in video games。New Media & Society,11(5),815-834。  new window
8.Shen, C.、Ratan, R. A.、Cai, Y. D.、Leavitt, A.(2016)。Do men advance faster than women? Debunking the gender performance gap in two massively multiplayer online games。Journal of Computer-Mediated Communication,21(4),312-329。  new window
9.宋岩(2010)。男性氣質和女性氣質的社會性別分析。中華女子學院學報,2010(6),66-69。  延伸查詢new window
10.何威(2004)。電子競技的相關概念與類型分析。體育文化導刊,2004(5),11-13。  延伸查詢new window
11.Paik, P.、Shi, C.(2013)。Playful gender swapping: user attitudes toward gender in MMORPG avatar customisation。Digital Creativity,24(4),310-326。  new window
12.Williams, D.、Consalvo, M.、Caplan, S.、Yee, N.(2009)。Looking for Gender: Gender Roles and Behaviors Among Online Gamers。Journal of Communication,59(4),700-725。  new window
13.萬文隆(20040501)。深度訪談在質性研究中的應用。生活科技教育月刊,37(4),17-23。  延伸查詢new window
14.Blumberg, F. C.、Sokol, L. M.(2004)。Boys' and Girls' Use of Cognitive Strategy When Learning to Play Video Games。The Journal of General Psychology,131(2),151-158。  new window
15.Wang, C. K. J.、Khoo, A.、Liu, W. C.、Divaharan, S.(2008)。Passion and intrinsic motivation in digital gaming。CyberPsychology and Behavior,11(1),39-45。  new window
16.Chang, J. H.、Zhang, H. X.(2008)。Analyzing online game player: from materialism and motivation to attitude。CyberPsychology & Behavior,11(6),711-714。  new window
17.Yee, N.(2006)。Motivations for play in on-line game。CyberPsychology and Behavior,9(6),772-775。  new window
學位論文
1.苗力(2018)。網路遊戲身份認同現象研究(碩士論文)。湘潭大學。  延伸查詢new window
2.Kim, Se Jin(2017)。Gender Inequality in eSports Participation:Examining League of Legends(碩士論文)。University of Texas at Austin。  new window
圖書
1.Rolling, A.、Adams, E.(2003)。Andrew Rolling & Ernest Adams On Game Design。Berkeley:New Riders。  new window
2.Cassell, J.、Jenkins, H.(1998)。From Barbie to Mortal Kombat: Gender and Computer Games。MIT Press。  new window
3.韓培爾(1998)。社會科學方法論:量化與質化Q&A。台北:風雲論壇。  延伸查詢new window
4.Pesce, Mark、蔡文英(2001)。遊習世紀:小玩具大科學,遊戲中發現宇宙。台北:大塊文化。  延伸查詢new window
5.Pesce, M.(2000)。The playful world: How technology is transforming Our imagination。New York, NY:Ballantine Books。  new window
6.Boutilier, M. A.、SanGiovanni, L.(1983)。The sporting woman。Champaign, IL:Human Kinetics。  new window
7.Huizinga, Johan、成窮(2013)。遊戲人。新北:康德。  延伸查詢new window
8.朱光潛(2018)。西方美學史。北京理工大學出版社。  延伸查詢new window
9.Plato、張智仁、何勤華(2016)。法律篇。商務印書館。  延伸查詢new window
單篇論文
1.Sherry, J.,Lucas, L.,Greenberg, K. B. S.,Lachlan, K.(2003)。Video game uses and gratifications as predictors of use and game preference,https://www.researchgate.net/profile/John_Sherry/publication/259583577_Video_game_uses_and_gratifications_as_predictors_of_use_and_game_preference/links/54dc196b0cf28d3de65e9fed/Video-game-uses-and-gratifications-as-predictors-of-use-and-game-prefeence.pdf。  new window
其他
1.Lenhart, A.,Kahne, J.,Middaugh, E.,Macgill, A.,Evans, C.,Vitak, J.(2008)。Teens' gaming experiences are diverse and include significant social interaction and civic engagement,https://files.eric.ed.gov/fulltext/ED525058.pdf。  new window
2.王維邦(2009)。次級資料的分析與應用,http://soc.thu.edu.tw/courses/u97-2.files/1811.pdf。  延伸查詢new window
3.Heeter, Carrie(2013)。Femininity and Video Games,https://www.researchgate.net/publication/303544372_Femininity_and_Video_Games。  new window
4.Electronic Software Association(2012)。Game Player Data,http://www.theesa.com/facts/gameplayer.asp。  new window
5.James, Paul(20141213)。Despite the Terrors of Typologies: The Importance of Understanding Categories of Difference and Identity,https://www.westernsydney.edu.au/__data/assets/pdf_file/0005/696218/Seminar_Series_Paul_James.pdf。  new window
6.Malone, T. W.(1980)。What Makes Things Fun to Learn? A Study of Intrinsically Motivating Computer Games,https://psycnet.apa.org/record/1981-71485-001。  new window
7.Warman, Peter(2019)。The How and Why of Newzoo's Effort in Esports,https://newzoo.com/insights/articles/newzoo-ceo-peter-warman-on-the-business-of-forecasting-the-how-and-why-of-newzoos-effort-in-esports/。  new window
8.Ray, S. G.(2004)。Gender inclusive game design: Expanding the market,https://sisis.rz.htw-berlin.de/inh2007/12355271.pdf。  new window
9.Yee, N.(2008)。Maps of digital desires:Exploring the topography of gender and play in online games,https://www.semanticscholar.org/paper/Maps-of-Digital-Desires-%3A-Exploring-the-Topography-Yee/8bd15e0d7bf6fbfe496a8478dfdea0421b530a7f。  new window
圖書論文
1.Rubin, K. H.、Fein, G. G.、Vandenberg, B.(1983)。Play。Handbook of child psychology: Vol. 4. Socialization, personality, and social development。New York:Wiley。  new window
2.文崇一、楊國樞(2000)。訪問調查法。社會及行為科學研究法。臺北:東華。  延伸查詢new window
 
 
 
 
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