參考文獻 |
林振祥,「從虛擬走向現實?線上領導至線下領導之中介機制探討-以玩家互動做調節」,國立中央大學企業管理研究所,碩士論文,2015。
汪依穎,「玩家遊戲動機與角色扮演遊戲化身設計:情感設計觀點的初探性研究」, 國立交通大學傳播研究所,碩士論文,2010。
李佩珍、蕭惠文,「從使用與滿足理論看競標網站」,國立交通大學傳播研究所,碩士論文,2004。
張春興,心理學,東華書局,台北市,1993。
翁秀琪,大眾傳播理論與實證,三民書局,台北市,2002。
蕭銘鈞,「台灣大學生網路使用行為、使用動機、滿足程度與網路成癮現象之初探」,國立交通大學傳播研究所,碩士論文,1998。
Avolio, B. J., & Bass, B. M., Multifactor Leadership Questionnaire. Manual and sampler set (3rd ed.), Redwood City, CA: Mind Garden., 2004
Avolio, B. J., Kahai, S. S., & Dodge, G. E., “E-leadership implications for theory, research, and practice”, The Leadership Quarterly, 11, 4, pp. 615–668, 2000
Avolio, B. J., & Bass, B. M., Improving organizational effectiveness through transformational leadership., Thousand Oaks, CA: Sage Publications, 1994
Avolio, B. J., & Bass, B. M., Transformational Leadership, Charisma and Beyond, working paper, School of Management, State University of New York, Binghamton, N.Y., 1985
Anderson, C. A., Gentile, D. A., Buckley, K., Violent Video Game Effects on Children and Adolescents., Oxford University Press, Oxford, 2007
Bainbridge, W., “The scientific research potential of virtual worlds”, Science, 317, pp. 472–476, 2007
Barnett, J., & Coulson, M., “Virtually real: a psychological perspective on massively multiplayer online games”, Rev. Gen. Psychol., 14, pp. 167–179 , 2010
Bass, B. M., & Riggio, R. E., Transformational Leadership., (2nd ed.), Mahwah, NJ: Lawerence Erlbaum Associates, Inc., 2006
Bass, B. M., Leadership and Performance beyond Expectations., New York, Free Press, 1985
Bass, B. M., “Leadership: Good, Better, Best”, Organizational Dynamics, pp.26-40, 1985
Bandura, A., Social Learning Theory, Upper Saddle River, N.J.: Prentice Hall, 1977
─────, Self-efficacy: The Exercise of Control, W.H. Freeman, New York, 1997
─────, Aggression: A Social Learning Analysis, Prentice-Hall, Englewood Cliffs, 1973
─────, Social Learning Theory. General Learning Press, Morristown, 1971
Blumler, J. G., “The Role Theory in uses and gratifications studies”, Communication Research, 6(1), pp. 9-36, 1979
Burns, J. M., Leadership, New York, Harper and Row, 1978
Caminiti, S., “What Team Leaders Need to Know”, Fortune, pp. 93-98, 1995
Castronova, E., Synthetic worlds: The business and culture of online games. Chicago: University of Chicago Press, 2005
Dyer-Witheford, N., & de Peuter, G., Games of Empire: Global Capitalism and Video Games. University of Minnesota Press, Minneapolis, 2009
Ducheneaut, N., & Moore, R. J., “More than just ‘XP’: learning social skills in massively multiplayer online games”, Interactive Technology and Smart Education, 2, 2, pp. 89–100, 2005
Fischer, P., Greitemeyer, T., Kastenmüller, A., Vogrincic, C.,& Sauer, A., “The effects of risk-glorifying media exposure on risk-positive cognitions, emotions, and behaviors: a meta-analytic review”, Psychol. Bull., 137, pp. 367–390, 2011
Freitas, S. D., & Griffiths, M., “Online gaming as an educational tool in learning and training”, British Journal of Educational Technology, 38, 3, pp. 535–537, 2007
Gentile, D.A., Saleem, M., & Anderson, C.A., “Public policy and the effects of media violence on children”, Soc. Issues Policy Rev., 1, pp. 15–61, 2007
Giber, D., Carter, L., Goldsmith, M., Linkage Inc.’s Best Practices In Leadership Development Handbook, Jossey-Bass/Pfeiffer, San Francisco, CA, 2000
Greitemeyer, T., Osswald, S., “Effects of prosocial video games on prosocial behavior”, J. Pers. Soc. Psychol., 98, pp. 211–221, 2010
Grossberg, L., Wartella E., Whitney, C., & Wise, M., MediaMaking: Mass media in a popular culture, London: Sage, 2006
Harris, B.J., Console Wars: Sega, Nintendo, and the Battle that Defined a Generation. HarperCollins, New York , 2014
Herbert, T. T., Dimensions of Organizational Behavior. New York: Collier Macmillan, 1976
Holland, B. K., “Motivation and Job Satisfaction”, Journal of Property Management, 54, pp. 32-36, 1989
Hull, J.G., Draghici, A.M., Sargent, J.D., “A longitudinal study of risk-glorifying video games and reckless driving”, Psychol. Pop. Media Cult., 1, pp. 244–253, 2012
Hsu, C., & Lu, H., “Why do people play on-line games? An extended TAM with social influences and flow experience”, Information and Management, 41(7), pp. 853–868, 2004
Hsu, C. L., & Lu, H. P., “Consumer behavior in online game communities: A motivational factor perspective”, Computers in Human Behavior, 23(3), pp. 1642–1659, 2007
Hsu, S. H., Wen, M. H., & Wu, M. C., “Exploring user experiences as predictors of MMORPG addiction”, Comput. Educ., 53, pp. 990–999, 2009
Juul, J., A Casual Revolution: Reinventing Video Games and Their Players. The MIT Press, Cambridge, 2010
Jang, Y. B., Ryu, S. H., “Exploring game experiences and game leadership in massively multiplayer online role-playing games”, British Journal of Educational Technology, Volume 42, Issue 4, pp. 616-623, July, 2011
Katz, E., Blumler, J. G., & Gurevitch, M., “Utilization of mass communication by the individual”, The use of mass communications: Current perspectives on gratifications research. Beverly Hills, CA: Sage, 1974
Koo, D. K., “The moderating role of locus of control on the links between experiential motives and intention to play online games”, Computers in Human Behavior, 25(2), pp. 466–474, 2009
Koontz, H., & O’Donnell, C., Principles of Management: An Analysis of Managerial Functions, New York: McGraw-Hill, 1955
Lofgren, E., & Fefferman, N., “The untapped potential of virtual game worlds to shed light on real world epidemics”, Lancet Infect. Dis., 7, pp. 625–629, 2007
Martin, J. M., & Schumacher, P., “Loneliness and social uses of the Internet”, Computers in Human Behavior, 19(6), pp. 659–671, 2003
Mesch, G. S., “Parental mediation, online activities, and cyberbullying”, Cyberpsychol Behav., 12 (4), pp. 387–393, 2009
Nuangjumnong, T., “The influences of online gaming on leadership development”, Transactions on Computational Science XXVI., Volume 9550, pp. 142-160, January 2016
Palmgreen, P., Wenner, L. A., & Rosengren, K. E., “Uses and gratifications research: The past ten years”, Media gratifications research: Current perspectives, Beverly Hills, CA, USA: Sage, pp. 123-147, 1985
Pornsakulvanich, V., Haridakis, P., & Rubin, A. M., “The influence of dispositions and Internet motivation on online communication satisfaction and relationship closeness”, Computers in Human Behavior, 24(5), pp. 2292–2310, 2008
Provenzo Jr., E.F., Video Kids: Making Sense of Nintendo. Harvard University Press, Cambridge, 1991
Przybylski, A. K., Deci, E. L., Deci, E., Rigby, C. S., Ryan, R. M., “Competence-impeding electronic games and players’ aggressive feelings, thoughts, and behaviors”, J. Pers. Soc. Psychol., 106, pp. 441–457, 2014
Reeves, B., Malone, T., Yee, N., Cheng, H., Abecassis, D., Cadwell, T., et al., Leadership in Games and at Work: Implications for the Enterprise of Massively Multiplayer Online Role-Playing Games. Palo Alto: Seriosity, Inc, 2007
Robbins, S. P., & De Cenzo, D. A., Fundamentals of Management: Essential Concepts and Applications, Upper Saddle River, N.J. : Prentice Hall, 1995
Rosengren, K. E., “Uses and gratifications: A paradigm outlined”, The uses of mass communication, Beverly Hills: Sage, pp. 29-77, 1974
Schein, E., Organizational Culture and Leadership, San Francisco: Jossey-Bass, 1985
Seltzer, J., & Bass, B. M. “Transformational Leadership: Beyond Initiation and Consideration”, Journal of Management, pp. 693-703, 1990
Skinner, B. F., Contingencies of Reinforcement, East Norwalk, CT: Appleton-Century-Crofts, 1971
Tichy, N. M., & Devanna, M. A., The Transformational Leader: The Key to Global Competitiveness, John Wiley & Sons, Inc., New York, NY, 1986
Walther, J., “Nonverbal dynamics in computer-mediated communication, or :(and the net :(’s with you, :) and you :) alone. In V. Manusov & M. Patterson (Eds.)”, The Sage handbook of nonverbal communication, pp. 461–480, Thousand Oaks, CA: Sage, 2006
Weibull, L., “Structural factors in gratifications research”, Media gratifications research: Current perspectives, Sage: Beverly Hills, CA, USA, pp. 123-147, 1985
Williams, D., Yee, N., & Caplan, S., ”Who plays, how much, and why? A behavioral player census of a virtual world”, Journal of Computer Mediated Communication, 13(4), pp. 993–1018, 2008
Williams, D., Ducheneaut, N., Xiong, L., Zhang, Y., Yee, N., & Nickell, E., “From tree house to barracks: The social life of guilds in World of Warcraft”, Games & Culture, 1(4), pp. 338–361, 2006
Williams, D., “The mapping principle, and a research framework for virtual worlds”, Communication Theory, Vo1ume 20, Issue 4, pp. 451-470, November 2010
Wu, J.H., Wang, S.C., & Tsai, H.H. “Falling in love with online games: The uses and gratifications perspective”, Computers in Human Behavior, Volume 26 Issue 6, pp. 1862-1871, 2010
Wu, J., & Liu, D., “The effects of trust and enjoyment on intention to play online games”, Journal of Electronic Commerce Research, 8(2), pp. 128–140, 2007
Yee, N., “The demographics, motivations and derived experiences of users of massively-multiuser online graphical environments”, PRESENCE: Teleoperators and Virtual Environments, 15, pp. 309–329, 2006
Yee, N., “The demographics, motivations and derived experiences of users of massively multi-user online graphical environments”, Presence, 15, pp. 309–329, 2006
Yee, N., “Motivations for play in online games”, Cyberpsychol. Behav., 9, pp. 772–775, 2006
Yoon, G., Vargas, P. T., “Know thy avatar: the unintended effect of virtual-self representation on behavior”, Psychol. Sci., 25, pp. 1043–1045, 2014
Yukl, G. A., Leadership in Organizations, Englewood Cliffs, N.J.:Prentice-Hall, 1998
史上最高金額「英雄聯盟」電玩賽 「台北暗殺星」奪冠! http://boylondon.pixnet.net/blog/post/93323376-%E5%8F%B2%E4%B8%8A%E6%9C%80%E9%AB%98%E9%87%91%E9%A1%8D%E3%80%8C%E8%8B%B1%E9%9B%84%E8%81%AF%E7%9B%9F%E3%80%8D%E9%9B%BB%E7%8E%A9%E8%B3%BD%E3%80%80%E3%80%8C%E5%8F%B0%E5%8C%97%E6%9A%97
AznMichael. (2012). Dota 2 | Basic guide. Retrieved June 12, 2012, from Squidoo: http://www.squidoo.com/dota2
Boxer, S., Anderiesz, M., & Howson, G. (2002, July 11). Games Watch. Retrieved
June 12, 2012, from The Guardian https://www.theguardian.com/technology/2002/jul/11/games.onlinesupplement
Chiang, O.: How Playing Videogames Can Boost Your Career. http://www.forbes.com/2010/07/19/career-leadership-strategy-technology-videogames.html
Cottee, J. (2003, August 2). Chosen Race. Retrieved June 12, 2012, from The Age: http://www.theage.com.au/articles/2003/08/01/1059480544541.html
IceFrog. (2010). Basic Survival. Retrieved June 12, 2012, from PlayDota.com: http://www.playdota.com/learn/survival
Lodaya, P. (2006, February 9). DotA: AllStars Part 1: The Basics. Retrieved June 12, 2012, from Techtree: http://archive.techtree.com/techtree/jsp/article.jsp?article_id=71257&cat_id=541&page=1
Marie, M. (2010, March 30). Heroes of Newerth. Retrieved June 12, 2012, from
Game Informer: http://www.gameinformer.com/games/heroes_of_newerth/b/pc/archive/2010/03/03/in-defense-of-the-ancients.aspx
Nair, N. (2007, October 30). DOTA: Why Defense of the Ancients? Retrieved June
12, 2012, from GotFrag: http://www.gotfrag.com/dota/story/40388/?spage=1
Nguyen, T. (2009, September). Clash of the DOTAs. Retrieved June 12, 2012, from
1UP: http://www.1up.com/features/clash-dotas-league-legends-heroes
Riot Games https://www.riotgames.com/our-games |