Reference: | 一、中文部分 丁鴻裕(2013)。〈新興電玩族群:指尖遊戲族、輕桌遊族、宅消費族〉。資策會產業情報研究所。取自:https://mic.iii.org.tw/IndustryObservations_PressRelease02.aspx?sqno=324 洪仲威、李峻德(2017)。《遊戲化感知、運動動機、運動自我效能之關聯性研究》。交通大學傳播研究所碩士論文,1-126。 詹雪蘭、李文瑞(2004)。〈溝通對策略聯盟績效與夥伴間長期合作意願影響之研究〉,《企業管理學報》,(60):61-84。 劉欣飴(2009)。〈以社會能供性觀點探討資訊科技認知對合作意願影響之研究〉,《資訊社會研究》,(16):89-134。 顏志龍、鄭中平(2015)。給論文寫作者的統計指南:傻瓜也會跑統計。臺北市:五南圖書出版股份有限公司。
二、英文部分 BBCNews (2017). Uncharted 4 wins best game at Bafta awards. Retried from http://www.bbc.co.uk/news/technology-39516396 Braun, B., Stopfer, J. M., Müller, K. W., Beutel, M. E., & Egloff, B. (2016). Personality and video gaming: Comparing regular gamers, non-gamers, and gaming addicts and differentiating between game genres. Computers in Human Behavior, 55, 406-412. Burguillo, J. C. (2010). Using game theory and Competition-based Learning to stimulate student motivation and performance. Computers & Education, 55(2), 566-575. Cadinu, M., Maass, A., Rosabianca, A., & Kiesner, J. (2005). Why Do Women Underperform Under Stereotype Threat? Psychological Science (0956-7976), 16(7), 572-578. Cagiltay, N. E., Ozcelik, E., & Ozcelik, N. S. (2015). The effect of competition on learning in games. Computers & Education, 87, 35-41. Croizet, J.-C., Després, G., Gauzins, M.-E., Huguet, P., Leyens, J.-P., & Méot, A. (2004). Stereotype Threat Undermines Intellectual Performance by Triggering a Disruptive Mental Load. 30(6), 721-731. Deci, E., & Ryan, R. (1985). Intrinsic Motivation and Self-Determination in Human Behavior (Vol. 3). Deci, E. L., & Ryan, R. M. (1991). A motivational approach to self: Integration in personality. In Nebraska Symposium on Motivation, 1990: Perspectives on motivation. (pp. 237-288). Lincoln, NE, US: University of Nebraska Press. Deci, E. L., & Ryan, R. M. (2002). Overview of self-determination theory: An organismic dialectical perspective. Handbook of self-determination research, 3-33. Deutsch, M. (1949). A Theory of Co-operation and Competition. 2(2), 129-152. Deutsch, M., & Krauss, R. M. (1962). Studies of interpersonal bargaining. Journal of Conflict Resolution, 6(1), 52-76. Edmunds, J. C. (1993). Collaborating to Compete: Using Strategic Alliances and Acquisitions in the Global Marketplace. Columbia Journal of World Business, 28(3), 102-104. Ganesan, S. (1994). Determinants of Long-Term Orientation in Buyer-Seller Relationships. 58(2), 1-19. Heeter, C., Lee, Y.-H., Magerko, B., Medler, B. J. I. J. o. G., & Simulations, C.-M. (2011). Impacts of forced serious game play on vulnerable subgroups. 3(3), 34-53. Harackiewicz, J., & Sansone, C. (1991). Goals and intrinsic motivation: You can get there from here. In M. L. Maehr & P. R. Pintrich (Eds.), Advances in motivation and achievement (Vol. 7, pp. 2149). Green wich, CT: JAI Press. Jelle Kooistra (2019). Newzoo’s Trends to Watch in 2019. Newzoo. Retried from https://newzoo.com/insights/articles/newzoos-trends-to-watch-in-2019/ Kowal, M., Toth, A. J., Exton, C., & Campbell, M. J. (2018). Different cognitive abilities displayed by action video gamers and non-gamers. Computers in Human Behavior, 88, 255-262. McAuley, E., Duncan, T., & Tammen, V. V. (1989). Psychometric Properties of the Intrinsic Motivation Inventory in a Competitive Sport Setting: A Confirmatory Factor Analysis. Research Quarterly for Exercise and Sport, 60(1), 48-58. Mohr, J., & Nevin, J. R. (1990). Communication Strategies in Marketing Channels: A Theoretical Perspective. 54(4), 36-51. Morgan, R. M., & Hunt, S. D. (1994). The Commitment-Trust Theory of Relationship Marketing. 58(3), 20-38. Pareto, L., Haake, M., Lindström, P., Sjödén, B., & Gulz, A. (2012). A teachable-agent-based game affording collaboration and competition: evaluating math comprehension and motivation. Educational Technology Research and Development, 60(5), 723-751. Peng, W., & Hsieh, G. (2012). The influence of competition, cooperation, and player relationship in a motor performance centered computer game. Computers in Human Behavior, 28(6), 2100-2106. Peng, W., Lin, J.-H., Pfeiffer, K. A., & Winn, B. (2012). Need Satisfaction Supportive Game Features as Motivational Determinants: An Experimental Study of a Self-Determination Theory Guided Exergame. Media Psychology, 15(2), 175-196. Przybylski, A. K., Rigby, C. S., & Ryan, R. M. (2010). A Motivational Model of Video Game Engagement. 14(2), 154-166. Phil Duncan (2016) Game Design Deep Dive: Building truly cooperative play in Overcooked. Gamasutra. Retried from http://www.gamasutra.com/view/news/279715/Game_Design_Deep_Dive_Building_truly_cooperative_play_in_Overcooked.php Reeve, J., & Deci, E. L. (1996). Elements of the Competitive Situation that Affect Intrinsic Motivation. 22(1), 24-33. Ryan, R. M. (1982). Control and information in the intrapersonal sphere: An extension of cognitive evaluation theory. Journal of Personality and Social Psychology, 43(3), 450-461. Ryan, R. M., & Deci, E. L. (2000). Intrinsic and Extrinsic Motivations: Classic Definitions and New Directions. Contemporary Educational Psychology, 25(1), 54-67. Ryan, R. M., & Deci, E. L. (2000a). The darker and brighter sides of human existence: Basic psychological needs as a unifying concept. Psychological inquiry, 11(4), 319-338. Ryan, R. M., & Deci, E. L. (2000b). Intrinsic and Extrinsic Motivations: Classic Definitions and New Directions. Contemporary Educational Psychology, 25(1), 54-67. Ryan, R. M., & Deci, E. L. (2000c). Self-determination theory and the facilitation of intrinsic motivation, social development, and well-being. American psychologist, 55(1), 68. Ryan, R. M., Frederick, C. M., Lepes, D., Rubio, N., & Sheldon, K. M. (1997). Intrinsic motivation and exercise adherence. International Journal of Sport Psychology, 28(4), 335-354. Ryan, R. M., Rigby, C. S., Przybylski, A. J. M., & Emotion. (2006). The Motivational Pull of Video Games: A Self-Determination Theory Approach. 30(4), 344-360. Schmierbach, M., Xu, Q., Oeldorf-Hirsch, A., & Dardis, F. E. (2012). Electronic Friend or Virtual Foe: Exploring the Role of Competitive and Cooperative Multiplayer Video Game Modes in Fostering Enjoyment. Media Psychology, 15(3), 356-371. Stanne, M. B., Johnson, D. W., & Johnson, R. T. (1999). Does competition enhance or inhibit motor performance: A meta-analysis. Psychological Bulletin, 125(1), 133-154. Slavin, R. (1996). Research on cooperative learning and achievement: What we know, what we need to know. Contemporary Educational Psychology, 21, 43–69. Tamborini, R., Bowman, N. D., Eden, A., Grizzard, M., & Organ, A. J. J. o. c. (2010). Defining media enjoyment as the satisfaction of intrinsic needs. 60(4), 758-777. Tauer, J. M., & Harackiewicz, J. M. (1999). Winning Isn`t Everything: Competition, Achievement Orientation, and Intrinsic Motivation. Journal of Experimental Social Psychology, 35(3), 209-238. Tauer, J. M., & Harackiewicz, J. M. (2004). The Effects of Cooperation and Competition on Intrinsic Motivation and Performance. Journal of Personality and Social Psychology, 86(6), 849-861. Teng, C. I. (2008). Personality differences between online game players and nonplayers in a student sample. CyberPsychology & Behavior, 11(2), 232-234. Tom Wijman (2018). Mobile Revenues Account for More Than 50% of the Global Games Market as It Reaches $137.9 Billion in 2018. Newzoo. Retried from https://newzoo.com/insights/articles/global-games-market-reaches-137-9-billion-in-2018-mobile-games-take-half/ Vorderer, P., Hartmann, T., & Klimmt, C. (2003). Explaining the enjoyment of playing video games: the role of competition. Paper presented at the Proceedings of the second international conference on Entertainment computing, Pittsburgh, Pennsylvania, USA. Van Vugt, M., De Cremer, D., & Janssen, D. P. (2007). Gender Differences in Cooperation and Competition: The Male-Warrior Hypothesis. Psychological Science (0956-7976), 18(1), 19-23. doi:10.1111/j.1467-9280.2007.01842.x Wilson, P. M., Longley, K., Muon, S., Rodgers, W. M., & Murray, T. C. (2006). Examining the Contributions of Perceived Psychological Need Satisfaction to Well-Being in Exercise1. 11(3‐4), 243-264. |