يعرض 1 - 17 نتائج من 17 نتيجة بحث عن '"遊戲經驗"', وقت الاستعلام: 0.45s تنقيح النتائج
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    المؤلفون: 李翊瑄, LI, Yi-Hsuan

    المساهمون: 林日璇, Lin, Jih-Hsuan

    وصف الملف: 1975180 bytes; application/pdf

    Relation: 中文部分 徐明慧(2012)。《從期望失驗理論與企業社會責任探討網路購物之再購意願 — 以網路服飾為例》。成功大學企業管理研究所碩士論文。 陳延昇(2016)。情緒管理在體感遊戲經驗的新觀點:檢視情緒激越程度與遊戲刺激潛質的影響效果。中華傳播學刊,(29),45-77。https://doi.org/10.6195%2fcjcr.2016.29.02 張樑治、余嬪、蔡志堅、劉吉川(2006)。運用迴歸作用機制圖重探老人勝任感、自我決定感與休閒滿意關係之研究。戶外遊憩研究,19(4),64-81。https://doi.org/10.6130/JORS.2006.19(4)3 經濟部工業局(2021)。《110Taiwan數位內容產業年鑑》,取自https://www.moeaidb.gov.tw/22external/ctlr?PRO=publication.rwdPublicationView&id=4406 〈TETR.IO〉(2023年9月14日),在《維基百科》。https://zh.wikipedia.org/zh-tw/TETR.IO 英文部分 Agarwal, R., & Karahanna, E. (2000). Time Flies When You’re Having Fun: Cognitive Absorption and Beliefs about Information Technology Usage. MIS Quarterly, 24(4), 665–694. https://doi.org/10.2307/3250951 Alan, A. K., Kabadayi, E. T., & Aksoy, N. C. (2022). Replaying online games for flow experience and outcome expectations: An exploratory study for the moderating role of external locus of control based on Turkish gamers’ evaluations. Entertainment Computing, 40, 100460. https://doi.org/10.1016/j.entcom.2021.100460 Deci, E. L., Koestner, R., & Ryan, R. M. (1999). A meta-analytic review of experiments examining the effects of extrinsic rewards on intrinsic motivation. Psychological Bulletin, 125, 627–668. Gonçalves, D., Pais, P., Gerling, K., Guerreiro, T., & Rodrigues, A. (2023). Social gaming: A systematic review. Computers in Human Behavior, 147, 1–31. https://doi.org/10.1016/j.chb.2023.107851 Huang, H. C., Liao, G. Y., Chiu, K. L., & Teng, C. I. (2017). How Is Frustration Related to Online Gamer Loyalty? A Synthesis of Multiple Theories. Cyberpsychology, behavior and social networking, 20(11), 683–688. https://doi.org/10.1089/cyber.2017.0023 Karl, K. A., O’Leary-Kelly, A. M., & Martocchio, J. J. (1993). The Impact of Feedback and Self-Efficacy on Performance in Training. Journal of Organizational Behavior, 14(4), 379–394. http://www.jstor.org/stable/2488290 Kim, E. J., & Lee, K. R. (2019). Effects of an examiner's positive and negative feedback on self-assessment of skill performance, emotional response, and self-efficacy in Korea: a quasi-experimental study. BMC medical education, 19(1), 142. https://doi.org/10.1186/s12909-019-1595-x Koster, R. (2005). A theory of fun for game design. Scottsdale, AZ: Paraglyph Press. Lazzaro, N. (2004). Why We Play Games: Four Keys to More Emotion Without Story. http://www.xeodesign.com/xeodesign_whyweplaygames.pdf Lin, C.-Y., Hung, W.-H., Fang, K., & Tu, C.-C. (2015). Understanding players’achievement values from MMORPGs: An exploratory study. Internet Research, 25(5),829–851. https://doi.org/10.1108/IntR-12-2013-0268 Locke, E. A. (1968). Toward a theory of task motivation and incentives. Organizational Behavior & Human Performance, 3(2), 157–189. https://doi.org/10.1016/0030-5073(68)90004-4 Locke, E. A., & Latham, G. P. (1990). A theory of goal setting & task performance. Prentice-Hall, Inc. McGonigal, J. (2011). Reality is broken: Why games make us better and how they can change the world. Penguin Press. Newzoo. (2023). Newzoo Global Games Market Report 2023 %7C Free Version. Retrieved December 15 from https://newzoo.com/resources/trend-reports/newzoo-global-games-market-report-2023-free-version Oliver, R. L. (1980). A Cognitive Model of the Antecedents and Consequences of Satisfaction Decisions. Journal of Marketing Research, 17(4), 460–469. https://doi.org/10.2307/3150499 Oliver, R. L. (1981). Measurement and Evaluation of Satisfaction Processes in Retail Settings. Journal of Retailing, 57, 25-48. Przybylski, A. K., Rigby, C. S., & Ryan, R. M. (2010). A motivational model of video game engagement. Review of General Psychology, 14(2), 154–166. https://doi.org/10.1037/a0019440 Rau, P.-L. P., Peng, S.-Y., & Yang, C.-C. (2006). Time Distortion for Expert and Novice Online Game Players. CyberPsychology & Behavior, 9(4), 396–403. https://doi.org/10.1089/cpb.2006.9.396 Reinecke, L., Tamborini, R., Grizzard, M., Lewis, R., Eden, A., & Bowman, N. D. (2012). Characterizing mood management as need satisfaction: The effects of intrinsic needs on selective exposure and mood repair. Journal of Communication, 62(3), 437–453. https://doi.org/10.1111/j.1460-2466.2012.01649.x Ryan, R. M., & Deci, E. L. (2000a). Intrinsic and extrinsic motivations: Classic definitions and new directions. Contemporary Educational Psy- chology, 25, 54–67. Ryan, R. M., & Deci, E. L. (2000b). Self-determination theory and the facilitation of intrinsic motivation, social development, and well-being. American Psychologist, 55, 68–78. Smith, B. W., Dalen, J., Wiggins, K., Tooley, E., Christopher, P., & Bernard, J. (2008). The brief resilience scale: Assessing the ability to bounce back. International Journal of Behavioral Medicine, 15(3), 194–200. https:// doi.org/10.1080/10705500802222972 Spence, J., & Helmreich, R. (1983). Achievement-related motives and behaviors. In J. Spence (Ed.), Achievement and achievement motives: Psychological and sociological approaches (pp. 10–74). San Francisco, CA: N. H. Freeman. Suominen, J. (2008). The past as future? Nostalgia and retrogaming in digital culture. The Fibrecul- ture Journal, 11. Retrieved from http://eleven .fibreculturejournal.org/fcj-075-the-past-as-the- future-nostalgia-and-retrogaming-in-digital-culture/ Tanes, Z., & Cho, H. (2013). Goal setting outcomes: Examining the role of goal interaction in influencing the experience and learning outcomes of video game play for earthquake preparedness. Computers in Human Behavior, 29(3), 858–869. https://doi.org/10.1016/j.chb.2012.11.003 Vorderer, P., Klimmt, C., & Ritterfeld, U. (2004). Enjoyment: At the heart of media entertainment. Communication Theory, 14(4), 388–408. https://doi.org/10.1111/j.1468-2885.2004.tb00321.x Williams, G. C., & Deci, E. L. (1996). Internalization of biopsychosocial values by medical students: A test of self-determination theory. Journal of Personality and Social Psychology, 70, 767-779. Wulf, T., Bowman, N. D., Velez, J. A., & Breuer, J. (2020). Once upon a game: Exploring video game nostalgia and its impact on well-being. Psychology of Popular Media, 9(1), 83–95. https://doi.org/10.1037/ppm0000208 Zillmann, D. (1988). Mood management through communication choices. American Behavioral Scientist, 31(3), 327–340. https://doi.org/10.1177/000276488031003005; G0111464046; https://nccur.lib.nccu.edu.tw//handle/140.119/152093; https://nccur.lib.nccu.edu.tw/bitstream/140.119/152093/1/404601.pdf

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    المؤلفون: 楊秀敏

    المساهمون: 張卿卿

    مصطلحات موضوعية: 線上遊戲置入, 置入形式, 遊戲經驗

    وصف الملف: 42784 bytes; 46192 bytes; 96162 bytes; 50721 bytes; 57415 bytes; 457126 bytes; 52717 bytes; 95831 bytes; 101871 bytes; 61121 bytes; 52625 bytes; 309297 bytes; application/pdf

    Relation: 一、中文部份; 林鴻儒(2002)。《電子遊戲置入產品廣告之研究—以冒險遊戲創作「奇異島」與Qo果汁飲料為例》,元智大學資訊傳播學系碩士論文; 吳家洲(2001)。《產品置入之行銷溝通效果研究》,政治大學科技管理研究所碩士論文; 潘玉華(2003)。《電子遊戲專家與生手之表現差異研究》,交通大學傳播所碩士論文; 傅豐玲(2001)。〈網站內容型態對網路橫幅廣告的效果之影響〉,《產業管理學報》,第二期,頁291-317; 汪宗憲(2003)。〈線上遊戲產業發展概況〉,《產業經濟》,第260期,頁-15; 林于勝(2003)。〈線上遊戲引進置入式行銷擴大商機〉,《PCWEEK 電腦周報》,第661期,頁37; 《2003電子商務產業年鑑》臺北:資訊工業策進會資訊市場情報中心; 《電子娛樂軟體市場研究》臺北:資訊工業策進會資訊市場情報中心; 《我國資訊服務業與熱門軟體應用趨勢分析》臺北:資訊工業策進會資訊市場情報中心; Mulligan, Jessica(2002),《大師談ONLINE GAME 線上遊戲企劃、製作、經營聖經》台北:上奇科技; 曹明正(2003),「置入行銷線上遊戲有夠現實」,星報,2003年6月26日,16版; 陳瀚權(2003),「奇幻仙境、大富翁7輪番上陣 單機版遊戲大走可愛風」,; 民生報,2003年10月11日,A10版; 廖敏如(2003), 「仙境傳說可愛風格吸引女性玩家 年底開放新職業 台北101大樓將成遊戲場景」, 聯合報,2003年9月24日, E3版; 曹明正(2003),「M2神甲代言找奇兵 運動商乖乖加入置入行銷互相捧」, 星報,2003年7月17日,16版; 黃朗倩(2003),「線上遊戲 邊吃邊玩與食品結合 披薩、漢堡、便當上場 玩家一舉兩得」,聯合晚報,2003年7月6日,9版; 黃士原(2004),「星空之門樂壞甜品族,購買77星空專屬包要送玩家香港之旅」, 星報,2004年4月2日,18版; 二、西文部份; Karrh,James (1994), ”Effects of the Brand Placements in Motion Pictures”,in Proceedings of the 1994 Conference of the American Academy of Advertising, Karen Whitehill King,ED.,Athens,Ga:American Academy of Advertising,90-96; Brennan,Ian,Khalid Dubas,and Laurie A.Babin(1999),”The Influence of Product Placement Type and Exposure Time on Product Placement Recogniton,”International Journal of Advertising,18,323-337; Gupta,Pola B. and Kenneth R.Lord(1998),”Product Placement in Movies: The Effect of Prominence and Mode on Audience Recall,”Journal of Current Issues and Research in Advertising,20(Spring),47-59; Karrh,James (1998),”Brand placement: A Review”,Journal of Current Issures and Research in Advertising,20(Fall),31-49; Cynthia R.Morton and Meredith Friedman(2002),”I Saw It in The Movies:Exploring the Link between Product Placement beliefs and Reported usage behavior”,Journal of Current Issues and Research in Advertising,24(Fall),34-40; Michelle R Nelson(2002),”Recall of brand placements in computer/video games”,Journal of Advertising Research ,42,80-93; Alain d’Astous and Francis Chartier(2000),”A Study of Factors Affecting Consumer Evaluatins and Memory of Proudct Placements in Movies” ,Journal of Current Issues and Research in Advertising,22(Fall),32-40; Alain d’Astous and Nathalie Seguin(1999),”Consumer Reactions to Product Placement Strategies in Television Sponsorship,”European Journal of marketing,33(9/10),896-910; Sharmistha Law and Kathryn A.braun(2000),”I’ll Have What She’s Having: Gauging the impact of product Placements on Viewers”,Psychology &Marketing,17(12),1060-1075; Karrh,James.A, Katherine Toland Frith,and Copy Callison(2001),”Audience Attitudes Towards brand(Proudct)Placement:Singapore and the United States”,International Journal of Advertising,20,3-24; Delorme,Denise E. and Leonard N.Reid(1999),”Moviegoers’ Experiences and Interpretations of brands in Films Revisited”,Journal of Advertising,28(summer),71-89; Cristel A.Russell(1998),“Toward A Framwork of Product Placement:Theoretical Propositions”,Advances in Consumer Research,25,357-362; Sally A.McKechnie and Jia Zhou(2003),”Product placement in movies:a comparison of Chinese and American consumers’ attitudes”,International Journal of Advertising,22,349-374; Karrh,James A. ,Kathy Brittain Mckee and Carol J. Pardun(2003)“Practitioners’ Evolving Views on product Placement Effectiveness”Journal of Advertising Research,43,138-149; Vollers,Stacy M. and Richard W.Mizerski(1994),”A Review and Investigation into the Effectiveness of Product Placements in Films”,in the Proceedings of the 1994 Conference of the American Academy of Advertising,Karen Whitehill King,ed.,Athens,Ga: henry W.Grady College of Journalism and mass Communication,University of Georgia,97-102; Naomi Mandel(2002),”When Web Pages Influence Choice:Effects of Visual Primes on Experts and Novices”, Journal of Consumer Research, 29(9), 235-245; Micael Dahlen(2001),” Banner Advertisements through a New Lens”,.Journal of Advertising Research,41(4), 23-30; Gupta,Pola B. and Stephen J. Gould(1997),”Consumers’ Perceptions of the Ethics and Acceptability of Product Placements in Movies: Product Category and Individual Differences”, Journal of Current Issues and Research in Advertising,14(spring),37-50; G0091452014; http://nccur.lib.nccu.edu.tw//handle/140.119/33116; http://nccur.lib.nccu.edu.tw/bitstream/140.119/33116/1/45201401.pdf; http://nccur.lib.nccu.edu.tw/bitstream/140.119/33116/2/45201402.pdf; http://nccur.lib.nccu.edu.tw/bitstream/140.119/33116/3/45201403.pdf; http://nccur.lib.nccu.edu.tw/bitstream/140.119/33116/4/45201404.pdf; http://nccur.lib.nccu.edu.tw/bitstream/140.119/33116/5/45201405.pdf; http://nccur.lib.nccu.edu.tw/bitstream/140.119/33116/6/45201406.pdf; http://nccur.lib.nccu.edu.tw/bitstream/140.119/33116/7/45201407.pdf; http://nccur.lib.nccu.edu.tw/bitstream/140.119/33116/8/45201408.pdf; http://nccur.lib.nccu.edu.tw/bitstream/140.119/33116/9/45201409.pdf; http://nccur.lib.nccu.edu.tw/bitstream/140.119/33116/10/45201410.pdf; http://nccur.lib.nccu.edu.tw/bitstream/140.119/33116/11/45201411.pdf; http://nccur.lib.nccu.edu.tw/bitstream/140.119/33116/12/45201412.pdf

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