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題名:回家與旅行之間:過程語藝與手遊《旅行青蛙》
書刊名:資訊社會研究
作者:李長潔
作者(外文):Lee, Chang-chieh
出版日期:2020
卷期:39
頁次:頁99-133
主題關鍵詞:手機遊戲旅行青蛙過程語藝數位語藝Mobile gameTraveling FrogProcedural rhetoricDigital rhetoric
原始連結:連回原系統網址new window
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  • 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:82
  • 點閱點閱:3
期刊論文
1.姜義村、陳上迪(20120300)。數位體感遊戲對於促進高齡族群之健康效益。中華體育季刊,26(1)=100,39-47。new window  延伸查詢new window
2.林宇玲(20110700)。線上遊戲與性別建構。新聞學研究,108,51-58。new window  延伸查詢new window
3.李順興(20100300)。數位文學的交織形式與程序性。中外文學,39(1)=428,167-203。new window  延伸查詢new window
4.曾鈺涓(20050800)。電玩成為藝術形式的可能性。中外文學,34(3)=399,65-84。new window  延伸查詢new window
5.馮嘉玉、晏涵文(20051000)。國中學生電玩遊戲成癮傾向與自覺健康狀態之關係探討。臺灣公共衛生雜誌,24(5),402-410。new window  延伸查詢new window
6.張鐵懷、陳斐卿(20160300)。小學生玩家展現的電玩實踐社群知識--以數學自由擬題為例。科學教育學刊,24(1),31-55。new window  延伸查詢new window
7.李長潔(20130100)。逾越的愉悅--《零》系列電玩遊戲的空間閱讀。傳播研究與實踐,3(1),167-203。new window  延伸查詢new window
8.楊亨利、王貞淑(20061000)。電玩遊戲中之置入行銷手法效果。管理與系統,13(4),523-549。new window  延伸查詢new window
9.Dickey, M. D.(2006)。Game Design Narrative for Learning: Appropriating Adventure Game Design Narrative Devices and Techniques for the Design of Interactive Learning Environments。Educational Technology, Research and Development,54(3),245-263。  new window
10.王孝勇(20161200)。Mikhail Bakhtin「時空型」概念的視覺語藝意識與實踐之初探:以2014年臺北同志遊行為例。中華傳播學刊,30,143-178。new window  延伸查詢new window
11.邱誌勇(20141200)。視覺性的超越與語藝的複訪:數位時代視覺語藝的初探性研究。中華傳播學刊,26,107-135。new window  延伸查詢new window
12.Soh, J. O. B.、Tan, B. C. Y.(2008)。Mobile Gaming。Communications of the ACM,51(3),35-39。  new window
13.吳岱芸(20150700)。從遊戲到遊戲化:行銷溝通遊戲化理論初探。新聞學研究,124,215-251。new window  延伸查詢new window
14.賴玉釵(20170700)。數位時代說書人與新媒介浪潮:引介《敘事新聞與數位敘事》。傳播研究與實踐,7(2),263-283。new window  延伸查詢new window
15.蔡明春、鄭青展、林淑萍(20080400)。大學生線上遊戲成癮對身心健康與學習態度之影響--以臺灣北區六所大學為例。臺灣公共衛生雜誌,27(2),143-157。new window  延伸查詢new window
16.Voorhees, G.(2009)。The character of difference: Procedurality, rhetoric, and roleplaying games。Game Studies,9(2)。  new window
17.Togelius, J.、Champandard, A. J.、Lanzi, P. L.、Mateas, M.、Paiva, A.、Preuss, M.、Stanley, K. O.(2013)。Procedural content generation: Goals, challenges and actionable steps。Dagstuhl Follow-Ups,6,61-75。  new window
18.Taylor, L.(2003)。When seams fall apart: video game space and the play。Game Studies,3(2)。  new window
19.Sicart, M.(2011)。Against procedurality。Game Studies,11(3)。  new window
20.Shaw, A.(2010)。What is video game culture? Cultural studies and game studies。Games and Culture,5(4),403-424。  new window
21.Jenkins, H.(2004)。Game design as narrative。Computer,44。  new window
22.Harper, T.(2011)。Rules, rhetoric, and genre: Procedural rhetoric in Persona 3。Games and Culture,6(5),395-413。  new window
23.Burri, R. V.(2012)。Visual rationalities: Towards a sociology of images。Current Sociology,60(1),45-60。  new window
24.薏卉(19870700)。電動玩具走入教室--陳勝利老師的「電玩教學」。師友月刊,241,25-27。  延伸查詢new window
25.費翠(20120700)。從斧鑿真理的縱深到尋訪生活的樣態:言說者定義的轉變。傳播研究與實踐,2(2),179-207。new window  延伸查詢new window
26.林日璇(20140600)。社交媒體vs.線上遊戲:臺灣成人網路使用、媒介慣習與人際互動。中華傳播學刊,25,99-132。new window  延伸查詢new window
27.李毓潔、王貞淑(20101200)。電玩遊戲內置入Bloom知識與認知歷程重現概念模型。電子商務研究,8(4),473-498。new window  延伸查詢new window
28.吳裕勝(20090525)。從Wii探論科技物的想像與觸覺經驗移變。文化研究月報,92,16-41。  延伸查詢new window
會議論文
1.Salin, A.(2018)。Principles of procedural hermeneutics。The philosophy of computer games conference。Copenhagen。  new window
2.Bogost, I.(2005)。The rhetoric of exergaming。The Digital Art & Culture Conference,(會議日期: November 30th-December 3rd 2005)。Copenhagen。  new window
3.Betts, T.(2011)。Pattern recognition: gameplay as negotiating procedural form。DiGRA Conference。Hilversum。  new window
4.蔡鴻濱(2017)。初探數位語藝理論與方法的反思與重構。2017年中華傳播年會。嘉義:中正大學。  延伸查詢new window
5.秦琍琍(2017)。從全媒體時代看視覺語藝的實踐:理論與現象的對話。第十二屆傳播管理發展與趨勢學術研討會。台北:世新大學。  延伸查詢new window
6.李長潔(2018)。科學傳播中的視覺化語藝:以氣候變遷議題為例。2017科學傳播年會。台北:世新大學。  延伸查詢new window
圖書
1.Gadarmer, H.、洪漢鼎(1998)。真理與方法。上海:上海譯文。  延伸查詢new window
2.東浩紀(2007)。ゲーム的リアリズムの誕生--動物化するポストモダン。東京:講談社。  延伸查詢new window
3.Bogost, Ian、Wright, W.(2007)。Persuasive Games: The Expressive Power of Videogames。MIT Press。  new window
4.Dovey, J.、Kennedy, H. W.(2006)。Game cultures。Berkshire:Open University Press。  new window
5.Jenkins, H.(1992)。Textual poachers: Television fans and participatory culture。Routledge。  new window
6.Eyman, D.(2015)。Digital Rhetoric: Theory, Method, Practice。University of Michigan Press。  new window
7.Warnick, B.(2007)。Rhetoric online: Persuasion and Politics on the World Wide Web。New York, NY:Peter Lang。  new window
8.De Certeau, M(1984)。The Practice of Everyday Life。Berkeley:University of California Press。  new window
9.Egenfeldt-Nielsen, Simon、Smith, Jonas Heide、Tosca, Susana Pajares(2013)。Understanding Video Games: The Essential Introduction。Routledge。  new window
10.Fiske, J.(1989)。Reading the popular。Unwin Hyman。  new window
11.Giddens, A.(1991)。Modernity and self-identity: Self and Society in the Late Modern Age。Cambridge:Policy Press。  new window
12.Vaneigem, P. R.(2005)。Le Traité de Savoir-Vivre à L'usage des Jeunes Generations。Paris:Gallimard Press。  new window
13.Rouse, R.(2000)。Game Design Theory and Practice。Plano:Wordware Publishing Inc.。  new window
14.Murray, J. H.(2017)。Hamlet on The Holodeck: The Future of Narrative in Cyberspace。Cambridge, MA:The MIT press。  new window
15.Derrida, J.(1968)。Le Carte Postal。Chicago:University Chicago。  new window
16.Bogost, I.(2008)。Unit operations: An approach to videogame criticism。Cambridge, MA:The MIT Press。  new window
17.沈錦惠(2007)。電子語藝與公共溝通。台北:天空數位圖書。new window  延伸查詢new window
18.Lash, Scott M.(2002)。Critique of information。London:Sage。  new window
其他
1.柯舜智(20100100)。傳播研究轉向:瞭解電玩遊戲 [評Simon Egenfeldt-Nielsen, Jonas Heide Smith and Susana Pajars Tosca (2008). Understanding Video Games: The Essential Introduction]。new window  new window
2.賴玉釵(20160700)。跨媒介敘事與數位傳散策略:評析[Henry Jenkins, Sam Ford, and Joshua Green],《擴散媒介:網絡文化、創建價值及新義》(Spreadable Media: Creating Value and Meaning in a Networked Culture)(New York: New York University Press, 2013年)。  延伸查詢new window
3.Perez-Pena, R.(20030709)。Obesity on rise in New York public schools。  new window
4.Faiola, A.(20060527)。When escape seems just a mouse click-away。  new window
圖書論文
1.Bogost, Ian(2008)。The Rhetoric of Video Games。The Ecology of Games: Connecting Youth, Games, and Learning。Cambridge, MA:The MIT Press。  new window
2.Walther, B. K.(2003)。La representation de l`espace dans les jeux video: généalogie, classification, et réflexions。La Pratique du Jeu Video。Paris:L'Harmattan。  new window
3.Myers, D.(2008)。The video game aesthetic: Play as form。The Video Game Theory Reader。London:Routledge。  new window
4.Mäyrä, F.(2009)。Getting into the game: Doing multi-disciplinary game studies。The Video Game Theory Reader。New York:Routledge。  new window
5.Lury, C.(2002)。The objects of travel。Touring Cultures: Transformations of Travel and Theory。London:Routledge。  new window
6.Alvesson, M.(2004)。Organizational culture and discourse。The Sage Handbook of Organization Discourse。London:Sage。  new window
 
 
 
 
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