:
twitter line
研究生: 張人偉
研究生(外文): Chang, Jen-Wei
論文名稱: 探索社交媒體之遊戲化與社交性設計因素
論文名稱(外文): Exploring Design Factors for Gamification and Sociability of Social Media
指導教授: 許尚華 許尚華引用關係
指導教授(外文): Hsu, Shang-Hwa
學位類別: 博士
校院名稱: 國立交通大學
系所名稱: 工業工程與管理系所
學門: 工程學門
學類: 工業工程學類
論文種類: 學術論文
論文出版年: 2013
畢業學年度: 101
語文別: 中文
論文頁數: 87
中文關鍵詞: 遊戲化 社交性 設計特徵 社交媒體
外文關鍵詞: gamification sociability design features social media
相關次數:
  • 被引用 被引用: 8
  • 點閱 點閱:1195
  • 評分 評分:
  • 下載 下載:129
  • 收藏至我的研究室書目清單 書目收藏:1
社交媒體是使用者用來分享共同的意見、觀點及經驗的平台,其為今日的個人、組織、與社群之間的溝通帶來重大的影響,只要能善用社交媒體,就能達到個人、組織、與社群的目標。雖然許多研究提出了可能影響社交媒體遊戲化與社交性的因素,既沒有透過系統性方法整理因素,也沒有描述設計因素相對重要性,無法讓社交媒體的管理者與設計者根據重要的設計因素發展最適設計策略。本研究的主要目的為探討社交媒體遊戲化機制與促進社交性的設計因素。本研究分成兩個部分,第一部分首先透過評估協同故事創作網站遊戲化機制,了解哪些遊戲化設計特徵是相對吸引使用者的,進而提出如何設計出具備高吸引力的社交媒體。本研究透過文獻歸納整理遊戲化設計因素,進一步透過訪談的方式找出35個具體的設計特徵,並以模糊層級分析法評估這些設計特徵的相對吸引力,最終找出最具吸引力的遊戲化特徵,包括被獎勵行為與獎勵物品的相關性很明確、給予時間壓力時機難以預測、網站提供的教學內容簡單易懂、相對於一個人完成,與其他使用者一起組團完成故事很有幫助、徽章的型態多元且有趣…等。本研究第二部分企圖找出並評估教育型多人線上角色扮演遊戲社交性之因素。本研究首先根據社交性的文獻探索出影響社交性的設計因素,接著本研究以模糊層級分析法評估這些設計的相對重要性,最終找出5個影響社交性因素最重要性的因素,分別為團隊合作、以團隊為基礎的獎勵、戰略討論、聲望、與社交導覽。綜合以上兩部分的結果,本研究亦討論研究結果對於整體社交媒體在理論與實務上之貢獻。
This research proposed a framework for exploring design factors for gamification and sociability of social media and divide it into two studies. In study I, we first identified attractive gamification mechanism for collaborative storytelling websites. We constructed a hierarchical system structure of gamification design of collaborative storytelling websites and conducted a focus group interview with eighteen frequent users to identify 35 gamification features. After that, this study determined the relative attractiveness of these gamification features by administrating an online survey to collaborative storytelling websites users. The results indicated that the top 10 most attractive gamification features could account for more than 50% of attractiveness among these 35 gamification features. The feature of unpredictable time pressure is important to website users, yet not revealed in previous relevant studies. In study 2, we then attempts to s to access the relative weights of these sociability factors of social media. We used fuzzy-AHP approach to access the relative weights of these sociability factors we garnered from the literature on educational MMORPGs. To do this, a questionnaire using a pair-wise comparison data input format was administered to 242 school teachers to gather assessments for the factors. We found five most important factors affecting sociability - cooperation, team based reward, discussion of strategy, reputation, and social navigation. Although prior studies have identified various factors that facilitate sociability in educational MMORPGs, the relative importance of these factors has not been determined. The results not only be used to help social media developers focus on the most important sociability factors and propose specific guidelines for designing educational MMORPGs, but can also identify the best design strategy for promoting sociability of social media.
表目錄 vi
圖目錄 vii
第一章 緒論 1
1.1研究背景與動機 1
1.2研究目的 7
1.3論文架構 8
第二章 文獻回顧 9
2.1社交媒體 9
2.2遊戲化機制 11
2.2.1 遊戲化的起源 11
2.2.2 遊戲化介面發展 13
2.2.3 遊戲化設計技術發展 13
2.2.4 遊戲化經驗設計發展 14
2.3 網際社交性 16
2.3.1 社交性對社交媒體與嚴肅型遊戲的重要性 16
2.3.2 教育型多人線上角色扮演遊戲的社交性設計 17
2.4模糊層級分析法 21
2.4.1層級分析法 21
2.4.2模糊理論 22
2.4.3模糊層級分析法 24
2.5文獻回顧結語 24
第三章 研究方法 25
3.1 第一部分、探索社交媒體的遊戲化機制 26
3.1.1階段一 建立遊戲化機制的系統性結構 26
3.1.2階段二 找出遊戲化特徵 31
3.1.3階段三 找出遊戲化特徵的相對吸引力 31
3.2 第二部分、探索促進社交媒體的社交性因素 37
3.2.1階段一:探索影響社交性的因素 37
3.2.2階段二:評估影響社交媒體社交性的設計因素 43
第四章 研究結果 45
4.1社交媒體遊戲化機制研究結果: 45
4.1.1 遊戲化分析結果 45
4.1.2 遊戲化機制分析結果討論 45
4.2 社交媒體社交性研究結果 49
4.2.1促進社交性因素分析結果 49
4.2.2促進社交性因素分析結果討論 51
第五章 結論與後續研究方向 53
5.1 結論 53
5.2 學術與實務應用 56
5.3 後續研究方向與研究限制 58
參考文獻 60
附錄一、協同故事創作網站遊戲化因素與特徵之模糊類別分析評估問卷 77
附錄二、教育型多人線上角色扮演遊戲社交性設計因素評估問卷 85
Alderfer, C. P. (1972). Existence, Relatedness and Growth: Human Needs in Organizational Settings, The Free Press, New York.
Amit, R., &; Schoemaker, P., (1993) Strategic assets and organizational rent. Strategic Management Journal.14, pp. 33-46.
Andrews, D., Preece J. &; Turoff, M. (2002), “A conceptual framework for demographic groups resistant to online community interaction”, International Journal of Electronic commerce, Vol.6 No.3, pp.9-24.
Antin J., Churchill EF. (2011). Badges in Social Media: A Social Psychological Perspective. Proceedings of the 2011 SIGCHI conference on Human Factors in computing In: CHI 2011, Vancouver, BC, Canada.
Asgari, M. &; Kaufman, D. (2004). Intrinsic motivation and game design. Annual Conference of the International Simulation and Gaming Association (ISAGA) and Conjoint Conference of SAGSAGA, pp. 6-10
Assmann, J. J. &; Gallenkamp, J. V. (2009), “Communication and Leadership Trustworthiness in Virtual Teams: An Empirical Comparison of the US and China”, in: Proceedings of the 42nd Hawaii International Conference on System Sciences, IEEE.
Ayağ, Z. (2005), “A fuzzy AHP-based simulation approach to concept evaluation in a NPD environment”, IIE Transactions, Vol. 37 No.9, pp.827-842.
Bajdor P, Dragolea L. The gamification as a tool to improve risk management in the enterprise. Annales Universitatis Apulensis Series Oeconomica 2011; 13(2):574-583.
Barfield, W., &; Williges, R. C. (1998). Special Section Preface: Virtual environments: Models, methodology, and empirical studies [Special issue]. Human Factors, 40 (3), pp. 351-353.
Bartle, R. (1996). Hearts, Clubs, Diamonds, Spades: Players Who Suit MUDs. The Journal of Virtual Environment 1 (1).
Bergami M, Bagozzi RP. (2000). Self-categorization, affective commitment and group self-esteem as distinct aspects of social identity in the organization. British Journal of Social Psychology 2000; 39(4): 555-577.
Berlyne, D. E. (1966). Curiosity and exploration. Science, 153(3731), 25-33.
Bessiere, K., Seay, A. F., &; Kiesler, S. (2007). The Ideal Elf: Identity Exploration in World of Warcraft. CyberPsychology &; Behavior, 10(4), 530-535.
Bishop, L. D., Eberly, T. Whitted, M. Finch, and M. Shantz, (1998). Designing a PC Game Engine, IEEE Computer Graphics and Applications, pp. 46-53.
Blythe, M., Overbeeke, K., Monk, A., &; Wright, P. (Eds.). (2003). Funology: From Usability to Enjoyment, Kluwer Academic Publishers, The Netherlands.
Boone, L. E., &; Kurtz, D. L. (2007). Contemporary marketing (13t ed.). Mason, OH: Thomson/South-Western.
Brenner, V. (1996). An initial report on the on-line assessment of Internet addiction: The first 30 days of the Internet usage survey. Available: http://www.ccsnet.com/prep/pap/pap8b/638b012p.txt
Buckley, J. J. (1985), “Fuzzy hierarchical analysis”, Fuzzy Sets and Systems Vol.17 No.3, pp.233-247.
Bunchball. Gamification 101: An introduction to the use of game dynamics to influence behavior. White paper 2010.
Büyüközkan G. (2004), “Multi-criteria decision making for e-marketplace selection”, Internet Research, Vol. 14 No. 2, pp.139-154
Campbell, D.J. (1988). Task complexity: A review and analysis. Academy of Management Review, 13(1), pp. 40-52.
Cannon-Bowers, J.A., Salas, E., &; Pruitt, J.S. (1996). Establishing the boundaries of a paradigm for decision-making research. Human Factors, 38(2): 193-205.
Cao Y, Klamma R, Martini A. Collaborative storytelling in the web 2.0. In: Proceeding of the first international workshop on story-telling and educational Games 2008.
Carmeli, A., Tishler, A., (2004). Resources, capabilities, and the performance of industrial firms: A multivariate analysis. Managerial and Decision Economics, Vol. 25, pp. 299-315.
Cesarone, B. (1998). Video games: Research, ratings, recommendations. (ERIC Document Reproduction Service No. ED 424 038) Available: <http://ericeece.org/pubs/digests/1998/cesar98.html>
Chen, C.H., Sun, C.T. &; Hsieh, J. (2008), “Player guild dynamics and evolution in massively multiplayer online games”, Cyberpsychology, Behavior, and social Networking Vol.11 No.3 ,pp. 293-301.
Childress M. D. &; Braswell, R. (2006), “Using massively multiplayer online role-playing games for online learning”, Cyberpsychology, Behavior, &; social Networking, Vol.27 No.2, pp.187–196.
Chiu, C. M., Hsu, M. H. &; Wang, E. T. G. (2006), “Understanding knowledge sharing in virtual communities: An integration of social capital and social cognitive theories”, Decision Support Systems, Vol.42 No.3, 1872-1888.
Chiu, S. I., Lee, J. Z. Huang, D. H. (2004). Video game addiction in children and teenagers in Taiwan. CyberPsychology &; Behavior, 7(5), pp. 571-581.
Choe PC, Jang H, Song J. Roleplaying gamification to encourage social interactions at parties. In: CHI 2011, May 7–12, 2011, Vancouver, BC, Canada, ACM press.
Choi, D., &; Kim, J. (2004), Why people continue to play online games: in search of critical design factors to increase customer loyalty to online contents, Cyberpsychology, Behavior, &; social Networking, Vol.7 No.3,pp. 11-24.
Chou, C. (2003), “Interactivity and interactive functions in web-based learning systems: A technical framework for designers”, British Journal of Educational Technology, Vol. 34 No. 3, pp.265 –279.
Chou, C., &; Hsiao, M. C. (2000). Internet addiction, usage, gratification, and pleasure experience: the Taiwan college students’ case. Computer &; Education, 35, pp. 65-80.
Chou, T. J., &; Ting, C. C. (2003). The role of flow experience in cyber-game addiction. CyberPsychology &; Behavior, 6(6), pp. 663-675.
Chuang SC, Tsai CC. Preferences toward the constructivist internet-based learning environments among high school students in Taiwan. Computers in Human Behavior 2005; 21(1):255–272.
Chuang, Y. C. (2006). Massively multiplayer online role-playing game-induced seizures: a neglected health problem in internet addiction. Cyberpsychology &; Behavior, 9(4), pp. 451–456.
Churchill, G. A. (1991). Marketing research: Methodological Foundation (5th ed.). New York: The Dryden Press.
Clanton, C. (1998). An interpreted demonstration of computer game design. CHI 98 conference summary on Human factors in computing systems, pp. 1-2.
Clymo, P. (1996). Home video game playing in schoolchildren: A study of incidence and patterns of play. Youth Studies, 15, pp 59.
Cohen, K.J., &; Cyert, R.M. (1975). Theory of the Firm: Resource Allocation in a Market Economy, 2d ed. Englewood Cliffs, NJ: Prentice–Hall.
Colburn, R. A., Cohen, M. F., &; Drucker, S. M. (2000). The role of eye gaze in avatar-mediated conversational interfaces.
Crawford C. (1982). The Art of Computer Game Design. Amazon Digital Services, Inc., Seattle, Washington, U.S.
Crawford, C. (1982). The Art of Computer Game Design. Available: <http://www.vancouver.wsu.edu/pac/peabody/game-book/>
Cressy, C. J. (1997). Towards the design and implementation of computer-modeled opponents for use in entertainment and educational software: some initial considerations, Computers in Human Behavior, 13(2), pp.181-203.
Csikszentmihalyi, M. (1975). Beyond boredom and anxiety. San Francisco, Jossey-Bass.
Csikszentmihalyi, M. (1990). Flow: The Psychology of Optimal Experience. Harper Perennial, New York.
Deci, E.L., &; Ryan, R.M. (1987). The Support of Autonomy and the Control of Behavior. Journal of Personality and Social Psychology, 53(6), pp. 1024-1037.
Dede, C., Salzman, M., Loftin, B., and Ash, K. (2000), “Using virtual reality technology to convey abstract scientific concepts”, In M.J. Jacobson and R.B. Kozma (Eds.), Learning the sciences of the 21st century: Research, design, and implementing advanced technology learning environments, pp. 361-413. Hillsdale, NJ: Lawrence Erlbaum.
Desurvire, H., Caplan, M. &; Toth, J. A. (2004), Using heuristics to evaluate the playability of games, in ‘Extended Abstracts of the 2004 conference on Human factors in computing systems’, ACM Press, pp. 1509–1512.
Diani, M., and McAdam, D. (2002). Social movement analysis: The network perspective. Oxford: Oxford University Press.
Dickey, M. D. (2007), “Game design and learning: a conjectural analysis of how massively multiple online role-playing games (MMORPGs) foster intrinsic motivation”, Educational Technology Research and Development, Vol.55 No. 3, pp.253 – 273.
Dickey, M. D. (2011), “World of Warcraft and the impact of game culture and play in an undergraduate game design course”, Computers &; Education, Vol.56 No.1, pp 200 –209.
Dieberger, A., Dourish, P., Höök, K., Resnick, P. &; Wexelblat , A. (2000), “Social navigation: techniques for building more usable systems”, Interactions Vol.7 No.6, pp.36 - 45.
Dondlinger, M. J. (2007), “ Educational video game design: A review of theLiterature”,Journal of Applied Educational Technology,4, 1-11.
Draper, S. W. (2000). Analyzing fun as a candidate software requirement. Personal Technologies. 3, pp. 117-122.
Ducheneaut N. and Moore, R.J., (2005), “More than just “XP”: learning social skills in massively multiplayer online games”, Interactive Technology and Smart Education, Vol.2 No.2, pp. 89-100.
Ducheneaut, N. and Moore, R. J. (2004). Gaining more than experience points: Learning social behavior in multiplayer computer games. CHI 2004 Workshop on Social Learning Through Gaming, April 19; Vienna; Austria., Available: <http://www.parc.com/research/publications/details.php?id=5151>
Ducheneaut, N. and Moore, R.J. (2004), “The social side of gaming: a study of interaction patterns in a massively multiplayer online game”, Proceedings of the ACM Conference on Computer-Supported Cooperative Work (CSCW 2004) ,ACM, Chicago, USA,pp. 360-369.
Ducheneaut, N., Wen, M.H., Yee, N., Wadley, G. (2009). Body and Mind: A Study of Avatar Personalization in Three Virtual Worlds, Proceedings of the 27th Annual ACM Conference on Human Factors in Computing Systems (CHI 2009); 2009 April 4-9; Boston; USA: ACM; 2009.
Ducheneaut, N., Yee, N. Nickell, E., Moore, R. J. (2006). "Alone together?": exploring the social dynamics of massively multiplayer online games. Proceedings of the SIGCHI conference on Human Factors in computing systems. pp. 407-416.
Eberly, D. H. (2001). 3D game engine design: A practical approach to real-time computer graphics, San Francisco: Morgan Kaufmann.
Eiser, J.R. &; van der Pligt, J. (1988). Attitudes and decisions, London, Routledge.
Endsley, M.R. (1995). Measurement of situation awareness in dynamic systems. Human Factors, 37(1): 65-84.
Entertainment Software Association (2004). Essential Facts about the Computer and Video Game Industry.
Entertainment Software Association (2005). Essential Facts about the Computer and Video Game Industry.
Entertainment Software Association (2006). Essential Facts about the Computer and Video Game Industry.
Fabricatore, C., Nussbaum, M. &; Rosas, R. (2002). Playability in action videogames: A qualitative design model. Human-Computer interaction, 17: 311-368.
Federoff, M. A. (2002). Heuristics and usability guidelines for the creation and evaluation of fun in video games. Master’s thesis, Department of Telecommunications of Indiana University.
Fu, H.P., Ho, Y.C., Chen, R.C.Y., Chang, T.H. &; Chien, P.H. (2006), “Factors affecting the adoption of electronic marketplaces: a fuzzy AHP analysis”, International Journal of Operations &; Production Management, Vol.26 No.12, pp.1301–1324.
Garris, R., Ahlers, R., &; Driskell, J. E. (2002). Games, motivation, and learning: a research and practice model. Simulation &; Gaming, 33(4), 441-467
Gee, J.P. (2004). What video games have to teach us about learning and literacy? Palgrave Macmillan, Prahran, London, U.K.
Gold, S. N., &; Heffner, C. L. (1998). Sexual addiction: many conceptions, minimal data. Clinical Psychology Review, 18, pp. 367-381.
Goldberg, I. (1996). Internet addiction disorder. Available:
Goldstein, J. (1994), “Sex differences in toy play and use of video games”, In J. Goldstein (Eds.), Game and child development, Cambridge University Press, London, U.K., pp.110-129.
Griffiths, M. (1998). Internet addiction: Does it really exist? In: J. Gackenbach (ed.), Psychology and the Internet: Intrapersonal, interpersonal, and transpersonal implications. pp. 61- 75. San Diego: Academic Press.
Griffiths, M. (2002). Gambling and Gaming Addictions in Adolescence. Leicester, UK: Wiley-Blackwell.
Gunawardena, C. N. (1995), “Social presence theory and implications for interaction and collaborative learning in computer conferences”, International Journal of Educational Telecommunications, Vol.1 No.2, pp.147–166.
Habgood, M.P. &; Ainsworth, S.E, (2011), “Motivating children to learn effectively: Exploring the value of intrinsic integration in educational games”, Journal of the Learning Sciences, Vol.20 No.2, pp. 169 – 206.
Hämäläinen, R., Oksanen, K. &; Hákkinen, P. (2008), “Designing and analyzing collaboration in a scripted game for vocational education”, Computers in Human Behavior, 24, 2496–2506.
Hassenzahl M, Platz A, Burmester M and Lehner, K. 2000. Hedonic and Ergonomic Quality Aspects Determine a Software's Appeal, Proceedings of CHI 2000: Human Factors in Computing Systems. NY: ACM Press, pp. 201-208.
Hecker, C. (2000). Physics in Computer Games. Communications of the ACM, 43(7), pp. 35-39.
Hong, J.C., &; Liu, M.C. (2003). A study on thinking strategy between experts and novices of computer games. Computers in Human Behavior, 19: 245-258.
Hou, H.T. (2012), “Exploring the behavioral patterns of learners in an educational massively multiple online role-playing games (MMORPG)”, Computers &; Education, Vol.58No.4, pp.1225-1233.
Hourcade JP, Bederson BB, Druin A, Taxén G. KidPad: a Collaborative Storytelling Tool for Children. Extended Abstracts of Human Factors in Computing Systems 2002 (CHI 2002).ACM Press, 500–501.
Hsu, S. H., Kao, C. H., &; Wu, M. C. (2007). Factors Influencing Player Preferences for Heroic Roles in Role-Playing Games. CyberPsychology &; Behavior 10(2), 293-295.
Hsu, S.H., Lee, F.L., &; Wu, M.C. (2005). Designing action games for appealing to buyers. CyberPsychology &; Behavior, 8 (6): 585-591.
Hsu, S.H., Wen, M.H. &; Wu, M.C. (2009), “Exploring user experiences as predictors of MMORPG addiction”, Computers &; Education, Vol.53 No. 3, pp. 990-999.
Hutchins, E. (1995). Cognition in the Wild, MIT Press, Cambridge, Massachusetts.
Interactive Digital Software Association (2002). Essential Facts About the Computer and Video Game Industry. Washington, DC: Interactive Digital Software Association. Available: <http://www.idsa.com>
Jakobsson M. &; Taylor T.L. (2003), “The Sopranos meets Ever Quest: social networking in massively multiplayer online games”, In: Proceedings of the 2003 Digital Arts and Culture (DAC) conference, DAC, Melbourne, Australia, pp.81-90.
Jang, C.Y. (2007), “Managing Fairness: Reward Distribution in a Self-organized Online Game Player Community”, Online Communities and Social Computing, Vol. 45No. 64, pp. 375-384.
Jang, Y. &; Ryu, S. (2011), “Exploring game experiences and game leadership in massively multiplayer online role-playing games”, British Journal of Educational Technology, Vol.42 No.1, pp.616 – 623.
Jo S, Moon J, Garrity E, Sanders GL. Massively Multiplayer Online Role-Playing Games (MMORPGs) and Commitment Behavior: An Integrated Model. In: Proceedings of Americas Conference on Information Systems 2007 (AMCIS 2007) (pp. 70).
Johnson, D. &; Wiles, J. (2003). Effective affective user interface design in games. Ergonomics, 46, (13/14), pp. 1332-1345.
Jones, M. G. (1998). Creating engagement in computer-based learning environments. Available: <http://itech1.coe.uga.edu/itforum/paper30>
Kahraman, C., Cebeci, U. &; Ulakan, Z. (2003), “Multi-criteria supplier selection using FUZZY AHP”, Logistics Information Management, Vol.16 No.6, pp.382-394.
Kanev, K. &; Sugiyama, T. (1998). Design and simulation of interactive 3D computer games, Computers &; Graphics, 22(2-3), pp. 281-300.
Kaplan, A., &; Haenlein, M. (2010). Users of the world, unite! The challenges and opportunities of social mediaBusiness Hori-zons, 53(1), 59—68.
Kelly, R. V. (2004). Massively Multiplayer Online Role-Playing Games: The People, the Addiction and the Playing Experience. Jefferson, NC: McFarland &; Company.
Kietzman, J. H., Hermkens, K., McCarthy, I. P., &; Silvestre, B. S. (2011). Social media? Get serious! Understanding the functional building blocks of social media. Business Horizons, 54(3),241—251.
Kim, B., Park, H. &; Baek, Y. (2009), “Not just fun, but serious strategies: using meta-cognitive strategies in game-based learning”, Computers &; Education Vol.52 No.3, pp.800-810.
Kim, H. M. &;Nevo, S. (2008), “Development and application of a framework for evaluating multi-mode voting risks”, Internet Research, Vol. 18 No.1, pp. 121-135
Kirschenbaum, S. S. (2001). Analyzing submarine decision making: A question of levels. In E. Salas &; G. Klein (Eds.), Linking expertise and naturalistic decision making (pp. 189-207). Mahwah, NJ: Lawrence Erlbaum Associates.
Klein, G. A., &; Woods, D. D. (1993).Conclusions: Decision making in action. In G. A. Klein, J. Orasanu, R. Calderwood, &; C. E. Zsambok (Eds.), Decision Making in Action: Models and Methods. Norwood, NJ: Ablex.
Klir, G. J. Clair, U. S. &; Yuan, B. (1997), Fuzzy set theory: foundations and applications, Prentice-Hall, Upper Saddle River, New Jersey, U.S.
Ko, C. H., Yen, J. Y., Chen, C. C., Chen, S. H., &; Yen, C. F. (2005). Gender Differences and Related Factors Affecting Online Gaming Addiction Among Taiwanese Adolescents. The Journal of Nervous and Mental Disease, 193(4), 273-277.
Kreijns, K., Kirschner P. &; Jochems, W. (2002), “The sociability of computer-supported collaborative learning environments”, Educational Technology &; Society, Vol. 5 No.1, pp.8-22.
Kurttila, M., Pesonen, M., Kangas, J. &; Kajanus, M. (2000), “Utilizing the analytic hierarchy process (AHP) in SWOT analysis — a hybrid method and its application to a forest-certification case”, Forest Policy &; Economics, Vol.1 No.1, pp.41-52.
Laffey, J., Lin, G.Y. &; Lin Y. (2006), “Assessing Social Ability in Online Learning Environments”, Journal of Interactive Learning Research, Vol.17 No.2, pp.163-177.
Law FL, Kasirun ZM, Gan CK. Gamification towards Sustainable Mobile Application. In: 2011 5th Malaysian Conference in Software Engineering (MySEC).
Lazzaro, N. (2004). Why We Play Games: Four Keys to More Emotion in Player Experiences, Proceedings of the Game Developers Conference, pp. 22-16.
Li, S. M., Chung, T. M. (2004). Internet function and internet addictive behavior. Computer in Human Behavior, 22, pp. 1067-1071.
Lin SC, Chang JN. Goal orientation and organizational commitment as explanatory factors of employees' mobility. Personnel Review 2005; 34 (3), 331 – 353
Liu CC, Liu KP, Chen WH, Lin GD, Chen GD. Collaborative storytelling experiences in social media: Influence of peer-assistance mechanisms. Computers &; Education; 57(3):1544-1556
Lo, S. K., Wang, C. C., Fang, W. (2005). Physical Interpersonal Relationships and Social Anxiety among Online Game Players. CyberPsychology &; Behavior, 8(1), pp. 15-20.
Lo, S.K. (2008), “The impact of online game character’s outward attractiveness and social status on interpersonal attraction”, Computers in Human Behavior, Vol. 24 No.3, pp.1947-1958.
Ma, Minhua, Oikonomou, A., and Jain, L. (Eds.) (2011) Serious Games and Edutainment Applications. Springer: UK.
Malone, T.W. &; Lepper, M.R. (1987). Making learning fun: A taxonomy of intrinsic motivations for learning. In: Snow, R.E. &; Farr, M.J. eds. Aptitude, learning, and instruction, III: Conative and affective process analysis. Hillsale, NJ, Lawrence Erlbaum Associate, Inc., pp. 223-253.
Malone, T.W. (1980). What makes things fun to learn? Heuristics for designing instructional computer games. Proceedings of the 3rd ACM SIGSMALL Symposium and the first SIGPC Symposium on small system, pp. 162-169.
Malone, T.W. (1981). Toward a theory of intrinsically motivated instruction. Cognitive Science 4: 333-369.
Maslow, A. H. (1954). Motivation and personality. New York: Harper.
McCALLUM S. Gamification and serious games for personalized health. In pHealth 2012: Proceedings of the 9th International Conference on Wearable Micro and Nano Technologies for Personalized Health 2012, IOS press, 85-96.
McClelland, D. C. (1961). The achieving society Princeton, N J: Van Nostrand.
Miller, C.E. (1980). Effects of payoffs and resources: A test of four theories of coalition formation. Journal of Personality and Social Psychology, 38: 153-164.
Miller, G. A. (1956), “The magic number seven, plus or minus two: Some limits on our capacity for processing information”, Psychological Review, Vol.63 No.3, pp.81-97.
Montola M, Nummenmaa T, Lucero A, Boberg M, Korhonen H. Applying game achievement systems to enhance user experience in a photo sharing service. In Proc. MindTrek 2009. ACM Press (2009), 94-97.
Moore, R. J., &; Ducheneaut, N. (2007). Doing virtually nothing: awareness and accountability in massively multiplayer online worlds. Computer Supported Cooperative Work, 16(3), 265-305.
Myers, D. (1990). A Q-Study of Game Player Aesthetics. Simulation &; Gaming, 21(4): 375–396.
Nakatani, K. &; Chuang, T.T. (2011), “A web analytics tool selection method: an analytical hierarchy process approach”, Internet Research, Vol. 21 No. 2, pp. 171 -186
Nelson, B. C., Erlandson B., &; Denham, A. (2011), “Global channels of evidence for learning and assessment in complex game environments”, British Journal of Educational Technology Vol.42 No.5, pp.88 –100
Ng. B.D., Wiemer-Hastings, P. (2005). Addiction to the Internet and Online Gameing. Cyberpsychology &; Behavior, 8(2), pp. 110-113.
Norman D. (1990).The Design of Everyday Things. Doubleday, New York.
Norman, Donald A. (2004), Emotional Design: Why We Love (Or Hate) Everyday Things, Basic Books.
Novak, T. P., Hoffman, D. L., Yung, Y. F. (2000). Measuring the customer experience in on-line environments: A structural modeling approach. Marketing Science, 19(1), pp. 22–42.
Nunnally, J. C. (1978). Psychometric theory (2nd ed.). New York: McGraw-Hill.
Pagulayan, R.J., Keeker, K., Wixon, D., Romero, R.L. &; Fuller, T. (2003). User-centered design in games, In: Jacko, J.A. &; Sears, A.E. eds. The human-computer interaction handbook: Fundamentals, evolving technologies and emerging applications. Hillsale, NJ, Lawrence Erlbaum Associate, Inc., pp. 883-906.
Papargyris, A. &; Poulymenakou, A. (2004), “Learning to fly in persistent digital worlds: the case of massively multiplayer online role playing games”, SIGGROUP Bulletin, Vol.23 No.1, pp. 41-49.
Paraskeva, F., Mysirlaki, S. &; Papagianni, A. (2010), “Multiplayer online games as educational tools: facing new challenges in learning”, Computers &; Education, Vol.54 No.2, pp.498 –505.
Pausch, R. (1994). What HCI designers can learn from video game designers, Proceedings of the ACM Computer Human Interaction Conference, pp. 177-178.
Picard, R. W. (1997). Affective Computing, Cambridge: MIT Press.
Pisan Y.(2007). My guild, my people: role of guilds in massively multiplayer online games. In: IE '07 Proceedings of the 4th Australasian conference on Interactive entertainment of Conference. Melbourne, Australia: RMIT University.
Pisan, Y. (2007). My guild, my people: role of guilds in massively multiplayer online games. Paper presented at the Proceedings of the 4th Australasian conference on Interactive entertainment, Melbourne, Australia
Randel, J., Lauren, P., and Stephen R., (1996). Differences in Expert and Novice Situation Awareness in Naturalistic Decision Making. International Journal of Human-Computer Studies. 45, pp. 579-597.
Rasmusen, E. (2001). Games and information: An introduction to game theory. (3rd ed.), Malden, Massachusetts, Blackwell Publishers.
Rau, P., Peng, S. Y., Yang, C. C. (2006). Time distortion for expert and novice online game players. CyberPsychology &; Behavior, 9(4), pp. 396-403.
Reeves B, Read JL (2009). Total Engagement: Using Games and Virtual Worlds to Change the Way People Work and Businesses Compete. Harvard Business Press.
Rheingold, H., (1994), The virtual community: finding connection in a computerized world, London, Secker &; Warburg.
Rieber, L. P. (1996). Seriously Considering Play: Designing Interactive Learning Environments Based on the Blending of Microwords, Educational Technology Research and Development, 44(2), pp. 43-58.
Rosas, R., Nussbaum, M., Cumsille, P., Marianov, V., Correa, M., (2003). Beyond Nintendo: design and assessment of educational video games for first and second grade students. Computers &; Education, 40, pp. 71-94.
Rouse, R. (2001). Game Design: Theory &; Practice. Wordware, Inc.
Rouwette, E., Größler, A., &; Vennix, J. (2004). Exploring influencing factors on rationality: A literature review of dynamic decision-making studies in system dynamics. Systems Research and Behavioral Science, 21: 351-370.
Ryan R.M., &; Deci, E.L. (1996), “When paradigms clash: Comments on Cameron and Pierce's claim that rewards do not undermine intrinsic motivation”, Review of Educational Research, Vol.66 No.1, pp. 33-45.
Saaty TL. How to Make a Decision: The Analytic Hierarchy Process, European Journal of Operational Research 1990; 48(1): 9-26.
Saaty, T. L. (1990), “How to Make a Decision: The Analytic Hierarchy Process”, European Journal of Operational Research, Vol.48 No.1, pp.9-26.
Salas, E., Dickinson, T. L., Converse, S. &; Tannenbaum, S. I. (1992), “Toward an understanding of team performance and training”, In: R. W. Swezey and E. Salas (Eds), Teams: Their Training and Performance, Ablex Publishing, N.Y., U.S., pp.3-29.
Salen, K. &; Zimmerman, E., (2004). Rules of Play. Game Design Fundamentals. Cambridge, Massachusetts and London, England: The MIT Press.
Schell, J. (2001). Understanding entrainment: A whole-brain approach. In J. A. Jacko &; A. Dears (Eds.) Handbook of Human-computer Interaction. Hillsdale, NJ: Lawrence Erlbaum Associates, Inc.
Seay, A. F., Jerome, W. J., Lee, K. S., &; Kraut, R. E. (2004). Project massive: a study of online gaming communities. Paper presented at the Conference on Human Factors in Computing Systems (CHI 2004), Vienna, Austria.
Seay, AF, Jerome WJ, Lee KS, Kraut RE. Project Massive: A study of online gaming communities. In: Conference on human factors in computing systems 2004 (CHI 2004). Vienna, Austria: ACM.
Sellar, T. (2004). User Experience in Interactive Computer Game Development, 6th Asia Pacific Conference, APCHI 2004, Rotorua, New Zealand, pp. 675-681.
Sengupta, K., &; Abdel-Hamid, T.K. (1993). Alternative conceptions of feedback in dynamic decision environments: An experimental investigation. Management Science, 39(4), pp. 411-428.
Shneiderman, B. (2004). Designing for fun: How can we design user interfaces to be more fun? ACM Interactions, 11(5): 48-50.
Short, J., Williams, E. &; Christie, B. (1976).The social psychology of telecommunications, John Wiley &; Sons, N.Y, U.S.
Simões J, Redondo RD, Vilas BF. A social gamification framework for a K-6 learning platform. Computers in Human Behavior 2012; 29(3): 1557-1577.
Simon, H. A. (1960), The New Science of Management Decision, New York: Harper &; Row, Publishers, Inc.
Song, I., Larose, R., Eastin, M.S., &; Lin, C.A. (2004), Internet Gratifications and Internet Addiction: On the Uses and Abuses of New Media. CyberPsychology &; Behavior, (7), pp. 384-394.
Steinkuehler, C.A. &; Williams, D. (2006), “Where everybody knows your (screen) name: Online games as “third places” ”, Journal of Computer Mediated Communication, Vol.11 No. 4, pp.885-909.
Suler, J. (1998). Adolescence in Cyberspace. Available: http://www.rider.edu/suler/psycyber/adoles.html
Sweetser, P. &; Wyeth, P. (2005). GameFlow: A model for evaluating player enjoyment in games. ACM Computers In Entertainment , 3(3), pp. 1-24.
Tammelin, M. (1998), “From telepresence to social presence: the role of presence in a network-based learning environment”, In S. Telia (Ed.) Aspects of media education: Vol. 8. Strategic imperatives in the information age, Media Education Publications, Helsinki, Finland: Media Education Centre, University of Helsinki.
Thomas, P., &; Macredie, R. D. (2002). Introduction to The New Usability, ACM Transactions on Computer-Human Interaction, 9(2) , pp. 9-73
Tjosvold, D., West, M. A., &; Smith, K. G. (2003). Teamwork and cooperation: Fundamentals of organizational effectiveness. In: M. A. West, D. Tjosvold &; K. G. Smith (ed.), International handbook of organizational teamwork and cooperative working (pp. 3-8). West Sussex, England: John Wiley &; Sons.
Trivers RL. (1971). The evolution of reciprocal altruism. The Quarterly Review of Biology, 46(1), p35-57.
Tsai, C. C. &; LIN, S. S., (2003). Internet Addiction of Adolescents in Taiwan: An Interview Study, Cyberpsychology &; Behavior, 6(6): pp. 649-652.
Tu, C. H. &; Isaacs, M. (2002), “An examination of social presence to increase interaction in online classes”, American Journal of Distance Education”, Vol.16 No. 3, pp.131–150.
Tu, C. H. (2000), “On-line learning migration: from social learning theory to social presence theory in a CMC environment”, Journal of Network and Computer Application, Vol. 23 No.1, pp. 27–37.
Tu, C. H. (2002), “The measurement of social presence in an online learning environment”, International Journal of Educational Telecommunications, Vol. 1 No.2, pp.34–45.
Tulathimutte, T. (2006), “Trust, Cooperation, and Reputation in Massively Multiplayer Online Games”, Game Research, Vol.7 No.2, pp. 53-65.
Tzeng G.H. &; Teng J.Y. (1993), “Transportation investment project selection with fuzzy multi-objectives”, Transportation Planning and Technology, Vol.17 No.2, pp.91-112.
Van Beest, I., van Dijk, E., &; Wilke, H. (2004). Resources and alternatives in coalition formation: The effects on payoff, self-serving behaviour, and bargaining length. European Journal of Social Psychology. 34: 713-728.
Van Eck, R. (2006). Digital game-based learning: it’s not just the digital natives who are restless.EDUCAUSE Review, 41, 2, 16–30
Verhagen, H. &; Johansson, M. (2009), “Demystifying guilds: MMORPG-playing and norms”, In: Proceedings of DiGRA 2009.
Wellman, B., 1996. For a social network analysis of computer networks: a sociological perspective on collaborative work and virtual community. Proceedings of the SIGCPR/SIGMIS, Denver, CO, pp. 1–11.
White, J. (1996). Designing 3D graphics: How to create real-time 3D models for games and virtual reality, New York: Wiley Computer Pub.
Williams, D., Ducheneaut, N., Xiong, L., Yee, N., &; Nickell, E. (2006), “From Tree House to Barracks: The Social Life of Guilds in World of Warcraft”, Games and Culture, Vol.1 No.4, pp. 338-361.
Wolf, K.D. (2007), “Communities of Practice in MMORPGs: an entry point into addiction?” In: Proceeding of the Third Communities and Technologies Conference, Springer, London, pp. 191-208.
Yee N. Motivations for Play in Online Games. Cyberpsychology, Behavior, and Social Networking 2006;9:772-775.
Yee, N. (2002). Ariadne: Understanding MMORPG addiction. Available: http://www.nickyee.com/hub/addiction/home.html
Yee, N. (2005). Motivations of play in MMORPGs, Digital Games Research Association Conference (DIGRA 2005)). Vancouver,Canada.
Yee, N. (2006). Motivations of Play in Online Games. CyberPsychology &; Behavior, 9, pp. 772-775.
Yien, J.M., Hung, C.M., Hwang G.J., &; Lin, Y.C. (2011), “A game-based learning approach to improving students’ learning achievements in a nutrition course”, TOJET: The Turkish Online Journal of Educational Technology, Vol.10 No. 2, pp. 1-10.
Young, K. S. (1996). Internet Addiction: The emergence of a new clinical disorder. Paper presented at the 105th annual convention of the American Psychological Association.
Young, K. S. (1997). Internet addiction: what makes computer mediation communication habit forming? Paper presented at the 104th Annual Convention of the American Psychological Association, Ontario, Canada.

連結至畢業學校之論文網頁 點我開啟連結
註: 此連結為研究生畢業學校所提供,不一定有電子全文可供下載,若連結有誤,請點選上方之〝勘誤回報〞功能,我們會盡快修正,謝謝!