يعرض 1 - 16 نتائج من 16 نتيجة بحث عن '"整合科技接受模型"', وقت الاستعلام: 0.47s تنقيح النتائج
  1. 1
    Academic Journal
  2. 2
    Dissertation/ Thesis

    المؤلفون: 賈天擇, JIA, TIANZE

    المساهمون: 陳聖智, Sheng-Chih Chen

    وصف الملف: 4854298 bytes; application/pdf

    Relation: 中文部分\nDeloitte(2022年5月11日)。2022數位媒體趨勢:向元宇宙邁進。勤業眾信聯合會計師事務所。2022年10月取自:https://www2.deloitte.com/tw/tc/pages/about-deloitte/articles/pr20220511-2022-digital-media-trends-report.html\nFunglr Games(2021)。到底哪裡不一樣?各款Nintendo Switch性能統整!Funglr Games。2022年10月取自:https://funglr.games/zh/other/nintendo-switch-spec-comparison/\nLiao Lorry(2018)。為什麼 Nike 找來 Colin Kaepernick 宣傳「Just Do It」會引發這麼大的騷動?GQ。2023年4月取自:https://www.gq.com.tw/fashion/content-37172\nMBA智庫(2023)。品牌效應。MBA智庫。2023年4月取自:https://wiki.mbalib.com/zh-tw/%E5%93%81%E7%89%8C%E6%95%88%E5%BA%94\nMr. Figurant(2022年7月4日)。娛樂產業論文筆記14:電子遊戲產業的價值創造。知乎。2022年10月取自:https://zhuanlan.zhihu.com/p/537240373\nNintendo HK官方頻道(製作人)(2019年11月22日)。『寶可夢 劍/盾』介紹影片(台灣)【影片】。YouTube。2022年10月取自:https://www.youtube.com/watch?v=BP4N7lJGgb8\nNintendo HK官方頻道(製作人)(2019年11月22日)。『寶可夢 劍/盾』介紹影片(香港)【影片】。YouTube。2022年10月取自:https://www.youtube.com/watch?v=UuFTw6IbLaQ\nNoboru昇(製作人)(2022年5月30日)。寶可夢遊戲歷代主角合集|ポケモンゲーム 歴代の主人公|Pokémon Game : Main Character (1996-2022)【影片】。2022年10月取自:https://www.youtube.com/watch?v=4KHkB4mlcPE&t=12s\nPwC Taiwan(2020年7月20日)。2020全球消費者洞察報告。資誠聯合會計師事務所。2022年10月取自:https://pwc.to/2BdZXx9\nShower Language(2022年2月16日)。【Switch】誰說老任不給退款?——記一次任天堂美服switch成功退款經歷!3樓貓。2022年10月取自:https://game.3loumao.org/36346?language=zh-tw\nTedros(2020年4月22日)。世衛組織總幹事2020年4月22日在2019冠狀病毒病(COVID-19)疫情媒體通報會上的講話。世界衛生組織。2022年10月取自:https://www.who.int/zh/director-general/speeches/detail/who-director-general-s-opening-remarks-at-the-media-briefing-on-covid-19--22-april-2020\nTNL Research(2021)。聚焦家用遊戲機的台灣市佔率及玩家感受 台灣2021 年七月最新狀況。TNL Research。2022年10月取自:https://www.thenewslens.com/article/154242\nWang Yen(2019)。“負面行銷”真的有效?思考負面行銷的運作方式。Medium。2023年4月取自:https://medium.com/%E6%84%9F%E6%80%A7%E8%A8%AD%E8%A8%88%E7%9A%84%E5%AF%A6%E8%B8%90/%E8%B2%A0%E9%9D%A2%E8%A1%8C%E9%8A%B7-%E7%9C%9F%E7%9A%84%E6%9C%89%E6%95%88%E5%97%8E-4fa7ea7dabd9\nWebley B.(2019)。遊戲中是否存在「價值」問題?Facebook Gaming。2022年10月取自:https://www.facebook.com/fbgaminghome/blog/marketers/is-there-a-value-problem-in-gaming?locale=zh_TW\nポケモン公式YouTubeチャンネル(製作人)(2019年6月5日)【公式】『ポケットモンスター ソード・シールド』プロモーション映像【影片】。YouTube。2022年10月取自:https://www.youtube.com/watch?v=oNOI_ZxZwIg&t=11s\n任天堂 官網(2022)。Nintendo Switch家族功能。任天堂。2022年10月取自:https://www.nintendo.tw/hardware/switch/compare/\n任天堂(2021年11月5日)。2022年3月期第2四半期 決算説明會兼經營方針説明會。任天堂株式會社。\n任天堂(2022)。主要販賣業績。任天堂。2023年3月取自:https://www.nintendo.co.jp/ir/finance/software/index.html\n任天堂(2023)。寶可夢系列最新作品《寶可夢 朱/紫》。任天堂。2023年3月取自:https://www.pokemon.co.jp/ex/sv_dlc/sc/news/\n任天堂(製作人)(2022年7月14日)。新垣結衣出演,《Nintendo Switch運動》夏日遊戲宣傳影片 Nintendo Switch Sports - Official Summer Trailer【影片】。YouTube。2023年7月取自:https://www.youtube.com/watch?v=utPt3a0SIRY\n何恭齊(2018)。應用結構方程式於擴增實境遊戲之社會行為分析-個案研究。國立臺灣科技大學工業管理系未出版碩士論文。\n何采錚(2021)。臺灣熟齡族對Pokémon GO遊戲的黏著度分析。國立臺灣科技大學設計系未出版碩士論文。\n佰態(2022年2月28日)。當“獨占遊戲”失去意義。界面財經號。2022年10月取自:https://m.jiemian.com/article/7150159.html\n倪爽(2021年3月31日)。遊戲行業深度報告——在科技與流量變遷中演進的遊戲行業。太平洋證券。\n劉美倫(2019)。影響手機遊戲玩家的持續使用意願之研究-以Pokémon Go為例。華梵大學資訊管理學系碩士班未出版碩士論文。\n吳培瑜(2017)。臺中市太平區國小高年級學童沉迷於“精靈寶可夢GO”之形成原因及其影響。大葉大學工業工程與管理學系未出版碩士論文。\n吳采倪(2021)。不同世代者參與數位遊戲行為之研究:以寶可夢為例。國立臺灣師範大學社會教育學系未出版碩士論文。\n周志民(2007)。品牌關係型態之本土化研究。南開管理評論,10(2),69-75。\n唐淑珍(2021)。中高齡玩家之遊戲吸引要素分析—以寶可夢GO為例。國立雲林科技大學設計學研究所未出版碩士論文。\n姜岩、董大海(2008)。品牌依戀的概念架構及其理論發展。心理科學進展,16(4),606-617。\n寶可夢 官方(2019)。『寶可夢』系列簡介。寶可夢 官方。2022年10月取自:https://game.portal-pokemon.com/sword_shield/tc/story/02.html\n寶可夢 官方(製作人)(2019年6月5日)【官方】『寶可夢 劍』『寶可夢 盾』宣傳影片【影片】。YouTube。2022年10月取自:https://www.youtube.com/watch?v=aym-gRLkNkM&t=1s\n張巧真、陳筠惠(2014)。應用延伸型整合科技接受模式探討線上購買意願 以雙媒介之觀點。電子商務研究,12(2),143-168。\n張白苓(2014)。數位遊戲的美學。台灣藝術教育網。2023年4月取自:https://ed.arte.gov.tw/ch/content/m_periodical_content_1.aspx?AE_SNID=3309&mytype=1\n張高禎(2017)。影響使用Pokémon GO遊戲的關鍵因素。輔仁大學資訊管理學系碩士在職專班未出版碩士論文。\n徐瑞縈(2018)。遊戲動機與網路社群資訊分享對精靈寶可夢GO玩家遊戲體驗滿意度探索-皮卡丘效應的驗證。育達科技大學行銷與流通管理所未出版碩士論文。\n戚嘉惠(2020)。延伸型整合科技接受模式探討旅客對於機場自助報到服務之關係研究。輔仁大學餐旅管理學系碩士班未出版碩士論文。\n掌遊寶(2019)。寶可夢劍盾銷量破了紀錄,那它是最好的寶可夢遊戲嗎?騰訊內容開放平台。2022年10月取自:https://page.om.qq.com/page/ORBaWmx5swGmOgm-M2c4JMjw0\n曾堃祁(2018)。探討各代遊戲系統使用者喜好及族群分佈比例之研究-精靈寶可夢主系列遊戲為例。建國科技大學創意生活應用設計研究所未出版碩士論文。\n曾柏鈞(2020)。探討影響消費者對線上影音串流平台使用行為之研究 以延伸性整合科技接受模型為例。國立屏東科技大學企業管理系所未出版碩士論文。\n李傳薇(2021)。中高齡寶可夢遊戲玩家的遊戲經驗研究。佛光大學傳播學系未出版碩士論文。\n李可人(2021)。玩遊戲還能賺錢,可靠嗎?從遊戲平均壽命,看幣圈新話題GameFi的暗藏風險。風傳媒。2023年4月取自:https://www.storm.mg/lifestyle/3938971?page=2\n李康樂(2018)。互聯網時代的“頭部效應”。人民網。2023年4月取自:http://media.people.com.cn/n1/2018/0718/c40628-30155445.html\n李金銓(2017)。傳播研究的時空脈絡。開放時代:215-231。\n林亮妤(2022)。以延伸型整合科技接受模型與網路特性探討線上募資課程之使用與購買意圖。國立政治大學數位內容碩士學位學程未出版碩士論文。\n林姿旻(2011)。數位遊戲之行動載具使用者行為與開發分析─以智慧型手機為例。國立政治大學數位內容碩士學位學程未出版碩士論文。\n林少龍、紀婉萍(2018)。品牌態度及情緒依附對聯合品牌行為意圖之影響。全球管理與經濟,14(2),1-16。\n林育則、陳奕奇(2014)。正負面網路口碑對購買意願之影響:探討產品特性與產品涉入之調節效果。電子商務研究,13(2),167-193。\n林采臣(2021)。社群體驗價值、品牌社群承諾與品牌忠誠度關係之研究 以全家便利商店為例。嶺東科技大學行銷與流通管理系未出版碩士論文。\n榮泰生、林建宏(2008)。負面口碑傳播與消費者轉換意願之關係探討。數據分析,3(5),83-108。\n武修硯(2018)。“精靈寶可夢GO”之台灣中高齡玩家研究:特質、活躍程度及遊戲態度。東海大學日本語言文化學系未出版碩士論文。\n王威翰(2022年2月5日)。【遊戲設計藝術】毫無藝術細胞,美學對於我們來說意味著什麼?知乎。2022年10月取自:https://zhuanlan.zhihu.com/p/464153960\n王映舜(2022)。手機遊戲玩家之人格特質、遊戲行為與基本需求滿意度相關研究:以寶可夢GO為例。國立高雄師範大學諮商心理與復健諮商研究所未出版碩士論文。\n王本正、許富榕(2016)。以延伸型整合科技接受模式探討行動醫療App協助照護任務之接受度。福祉科技與服務管理學刊,4(4),483-494。\n疯癫的A兵者(2021年11月26日)。如何看待《寶可夢 晶燦鑽石/明亮珍珠》日本首周銷量排名 Switch 第二,超越劍盾?知乎。2022年10月取自:https://www.zhihu.com/question/501449403/answer/2243789799\n瘋癲的A兵者(2016)。【回顧】一個普通口袋迷眼中的2016年。知乎。2022年10月取自:https://zhuanlan.zhihu.com/p/24662856\n瘋癲的A兵者(2018)。【回顧】一個普通口袋迷眼中的2018年:盛名之下,其實難副。知乎。2022年10月取自:https://zhuanlan.zhihu.com/p/55651887\n瘋癲的A兵者(2019)。如何評價 Game Freak 這家公司?知乎。2022年10月取自:https://www.zhihu.com/question/308120383/answer/603834145\n瘋癲的A兵者(2021)。為什麼我覺得《精靈寶可夢:劍與盾》沒有記憶中的黑白畫質好玩?知乎。2022年10月取自:https://www.zhihu.com/question/360809823\n百度百科(2023)。爆款。百度百科。2023年4月取自:https://baike.baidu.hk/item/%E7%88%86%E6%AC%BE/2277177\n神奇寶貝百科(2022)。寶可夢 劍/盾。神奇寶貝百科。2022年10月取自:https://wiki.52poke.com/wiki/%E5%AF%B6%E5%8F%AF%E5%A4%A2_%E5%8A%8D%EF%BC%8F%E7%9B%BE\n神奇寶貝百科(2022)。版本限定寶可夢。神奇寶貝百科。2022年10月取自:https://wiki.52poke.com/zh-hans/%E7%89%88%E6%9C%AC%E9%99%90%E5%AE%9A%E5%AE%9D%E5%8F%AF%E6%A2%A6\n維基百科(2022)。Metacritic。維基百科。2022年10月取自:https://zh.wikipedia.org/wiki/Metacritic\n維基百科(2022)。任天堂Switch。維基百科。2022年10月取自:https://zh.wikipedia.org/wiki/%E4%BB%BB%E5%A4%A9%E5%A0%82Switch\n維基百科(2022)。塑化劑。維基百科。2023年5月取自:https://zh.wikipedia.org/wiki/%E5%A1%91%E5%8C%96%E5%8A%91\n維基百科(2022)。寶可夢 GO。維基百科。2023年5月取自:https://zh.wikipedia.org/zh-tw/Pok%C3%A9mon_GO\n維基百科(2022)。寶可夢系列電子遊戲列表。維基百科。2022年10月取自:https://zh.wikipedia.org/wiki/%E5%AF%B6%E5%8F%AF%E5%A4%A2%E7%B3%BB%E5%88%97%E9%9B%BB%E5%AD%90%E9%81%8A%E6%88%B2%E5%88%97%E8%A1%A8\n維基百科(2022)。暢銷任天堂Switch遊戲列表。維基百科。2022年10月取自:https://zh.m.wikipedia.org/zh-hans/%E7%95%85%E9%94%80%E4%BB%BB%E5%A4%A9%E5%A0%82Switch%E6%B8%B8%E6%88%8F%E5%88%97%E8%A1%A8\n維基百科(2022)。暢銷電子遊戲系列列表。維基百科。2022年10月取自:https://zh.wikipedia.org/wiki/%E7%95%85%E9%94%80%E7%94%B5%E5%AD%90%E6%B8%B8%E6%88%8F%E7%B3%BB%E5%88%97%E5%88%97%E8%A1%A8\n維基百科(2022)。第八世代遊戲機。維基百科。2022年10月取自:https://zh.wikipedia.org/wiki/%E7%AC%AC%E5%85%AB%E4%B8%96%E4%BB%A3%E9%81%8A%E6%88%B2%E6%A9%9F\n維基百科(2022)。精靈寶可夢中文版命名爭議。維基百科。2022年10月取自:https://zh.m.wikipedia.org/zh/%E7%B2%BE%E9%9D%88%E5%AF%B6%E5%8F%AF%E5%A4%A2%E4%B8%AD%E6%96%87%E7%89%88%E5%91%BD%E5%90%8D%E7%88%AD%E8%AD%B0\n維基百科(2022)。餿水油。維基百科。2023年5月取自:https://zh.wikipedia.org/wiki/%E5%9C%B0%E6%B2%9F%E6%B2%B9\n維基百科(2023)。台北女子圖鑑。維基百科。2023年4月取自:https://zh.wikipedia.org/zh-tw/%E5%8F%B0%E5%8C%97%E5%A5%B3%E5%AD%90%E5%9C%96%E9%91%91\n維基百科(2023)。寶可夢遊戲機制。維基百科。2023年3月取自:https://zh.wikipedia.org/zh-cn/%E5%AF%B6%E5%8F%AF%E5%A4%A2%E9%81%8A%E6%88%B2%E6%A9%9F%E5%88%B6\n網易遊戲頻道(2019)。寶可夢劍盾評分解禁 遊戲簡化褒貶不一。網易新聞。2022年10月取自:https://www.163.com/game/article/ETUKJLI3003198EF.html\n艾希頓(2020)。策略行銷與財務分析案例研究:以臺灣Pokémon Go為例。國立政治大學國際經營管理英語碩士學位學程(IMBA) 未出版碩士論文。\n蔡佩珊(2017)。消費者對於Pokémon GO手機遊戲接受行為之研究-情感依附與從眾行為的干擾效果。台中科技大學企業管理系碩士班未出版碩士論文。\n蔡嘉明(2019)使用者對手機遊戲不持續使用意願之研究-以寶可夢為例。淡江大學資訊管理學系碩士在職專班未出版碩士論文。\n蕭岳展(2016)。手機遊戲對人際關係之影響-以寶可夢為例。義守大學資訊管理學系未出版碩士論文。\n裴培(2019年5月9日)。遊戲主機戰爭史:持續四十年、價值千億美元的巨人對決。國金證券研究所。\n謝芝庭(2017)。寶可夢無所不在:探討擴增實境手機遊戲之享樂感及其對地方依附之影響。國立中山大學行銷傳播管理研究所未出版碩士論文。\n遲毓珊(2020)。寶可夢玩家自戀特質與遊戲持續參與研究:以心流經驗為調節變項。銘傳大學諮商與工商心理學系碩士班未出版碩士論文。\n邵鈺珊(2021年7月30日)。台灣 2021年七月最新遊戲產業狀況 - 家用遊戲機的台灣市佔率及玩家感受。TNL research。2022年10月取自:https://research.tnlmedia.com/article/6\n郭曉凌(2007)。消費者品牌敏感:模型與實證。北京:對外經濟貿易大學出版社。\n錢宛青(2019)。中高齡玩家在精靈寶可夢 GO 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Journal of Marketing, 52(3), 2-22.; G0109464063; https://nccur.lib.nccu.edu.tw//handle/140.119/146595; https://nccur.lib.nccu.edu.tw/bitstream/140.119/146595/1/406301.pdf

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    المؤلفون: 劉育誠, Liu, Yu-Cheng

    المساهمون: 洪叔民, Horng, Shwu-Min

    وصف الملف: 4179239 bytes; application/pdf

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