參考文獻 |
中文部分
Cpaladin(2004年12月27日)。歐美線上遊戲在台灣的困境【討論群組】。取自http://webbbs.gamer.com.tw/readPost.php?brd=GameArticle&p=393&rand=20061121
吳聲毅、林鳳釵(2004)。Yes or No?線上遊戲經驗之相關議題研究。資訊社會研究,7,235-253。
林怡君(2010)。探討多媒體說故事對英語學習之影響(未出版之碩士論文)。國立中央大學,桃園縣。
林培淵(2006年10月)。扮誰,像誰-線上遊戲之角色選擇動機、角色屬性與玩家行為研究。「2006傳播與媒體生態學術研討會」發表之論文,高雄義守大學傳播系。
林培淵(2007)。線上遊戲之玩家行為初探研究- 以《魔獸世界》為例(未出版之碩士論文)。國立中正大學,嘉義縣。
徐尚文(2006)。台北市國小高年級學童線上遊戲經驗、態度與生活適應表現之相關研究(未出版之碩士論文)。國立臺東大學,台東縣。
張玄橋(2005)。角色扮演線上遊戲玩家型態之研究(未出版之碩士論文)。中國文化大學,台北市。
教育部97年國民中小學九年一貫課程綱要(民97年5月23日)。
游光昭、蔡福興、蕭顯勝、徐毅穎(2004)。線上遊戲式的網路學習成效研究。高雄師大學報,17,289-309。
游光昭、蕭顯勝、蔡福興(2006)。運用線上角色扮演遊戲支援網路學習的研究。資訊科學應用期刊,2(1),119-128。
傅鏡暉(2003)。線上遊戲產業Happy書:帶領你深入暸解On-Line Game產業。台灣:遠流。
楊淑晴、黃凱琳(2011)。國中生參與線上遊戲經驗與自我概念、生活適應與幸福感之研究。教育資料與圖書館學,48(3),407-442。
廖顯能(2003)。雲林縣國中學生網路遊戲自我效能與學習自我效能之研究(未出版之碩士論文)。國立中正大學,嘉義縣。
潘建洲(2011)。國小高年級學童與國中生使用線上遊戲行為、休閒滿意度與線上遊戲成癮之相關研究(未出版之碩士論文)。義守大學,高雄市。
薛世杰(2002)。國中男、女生的網路遊戲使用時間與使用動機、自我效能、人格特質、學業成就、人際關係之相關研究(未出版之碩士論文)。國立屏東師範學院,屏東縣。
謝惠婷(2010)。臺北市國小高年級學童電腦遊戲行為和經驗感知之研究(未出版之碩士論文)。臺北市立教育大學,台北市。
英文部分
Achab, S., Nicolier, M., Mauny, F., Monnin, J., Trojak, B., Vandel, P., . . . Haffen, E. (2011). Massively multiplayer online role-playing games: comparing characteristics of addict vs non-addict online recruited gamers in a French adult population. Bmc Psychiatry, 11. doi: 10.1186/1471-244x-11-144
Achterbosch, L., Pierce, R., & Simmons, G. (2008). Massively multiplayer online role-playing games: the past, present, and future. Comput. Entertain., 5(4), 1-33. doi: 10.1145/1324198.1324207
Bartle, R. A. (2004). Designing Virtual Worlds: New Riders Pub.
Biraimah, K. (1993). The non-neutrality of educational computer software. Computers & Education, 20(4), 283-290. doi: 10.1016/0360-1315(93)90001-y
Bonk, C. J., & Dennen, V. P. (2005). Massive Multiplayer Online Gaming: A Research Framework for Military Education and Training
Center, X. C. P. A. R., & Curtis, P. (1992). Mudding: Social Phenomena in Text-based Virtual Realities: Xerox Corporation, Palo Alto Research Center.
Childress, M. D., & Braswell, R. (2006). Using Massively Multiplayer Online Role‐Playing Games for Online Learning. Distance Education, 27(2), 187-196. doi: 10.1080/01587910600789522
Chou, C., & Tsai, M.-J. (2007). Gender differences in Taiwan high school students’ computer game playing. Computers in Human Behavior, 23(1), 812-824. doi: 10.1016/j.chb.2004.11.011
Dickey, M. (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, 55(3), 253-273. doi: 10.1007/s11423-006-9004-7
Griffiths, M. (1997). Computer Game Playing in Early Adolescence. Youth & Society, 29(2), 223-237. doi: 10.1177/0044118x97029002004
Hou, H.-T. (2012). Exploring the behavioral patterns of learners in an educational massively multiple online role-playing game (MMORPG). Computers & Education, 58(4), 1225-1233. doi: 10.1016/j.compedu.2011.11.015
Hsu, S. H., Wen, M.-H., & Wu, M.-C. (2009). Exploring user experiences as predictors of MMORPG addiction. Computers & Education, 53(3), 990-999. doi: 10.1016/j.compedu.2009.05.016
Inal, Y., & Cagiltay, K. (2007). Flow experiences of children in an interactive social game environment. British Journal of Educational Technology, 38(3), 455-464. doi: 10.1111/j.1467-8535.2007.00709.x
Jang, Y., & Ryu, S. (2011). Exploring game experiences and game leadership in massively multiplayer online role-playing games. British Journal of Educational Technology, 42(4), 616-623. doi: 10.1111/j.1467-8535.2010.01064.x
Karakus, T., Inal, Y., & Cagiltay, K. (2008). A descriptive study of Turkish high school students’ game-playing characteristics and their considerations concerning the effects of games. Computers in Human Behavior, 24(6), 2520-2529. doi: 10.1016/j.chb.2008.03.011
Liu, T.-Y., & Chu, Y.-L. (2010). Using ubiquitous games in an English listening and speaking course: Impact on learning outcomes and motivation. Comput. Educ., 55(2), 630-643. doi: 10.1016/j.compedu.2010.02.023
Meredith, A., Hussain, Z., & Griffiths, M. (2009). Online gaming: a scoping study of massively multi-player online role playing games. Electronic Commerce Research, 9(1-2), 3-26. doi: 10.1007/s10660-009-9029-1
Paraskeva, F., Mysirlaki, S., & Papagianni, A. (2010). Multiplayer online games as educational tools: Facing new challenges in learning. Computers & Education, 54(2), 498-505. doi: 10.1016/j.compedu.2009.09.001
Peterson, M. (2010). Massively multiplayer online role-playing games as arenas for second language learning. Computer Assisted Language Learning, 23(5), 429-439. doi: citeulike-article-id:8494398
Rankin, Y., Gold, R., & Gooch, B. (2006a). 3D Role-playing Games as Language Learning Tools In Conference Proceedings of EUROGRAPHICS Education Program 2006.
Rankin, Y., Gold, R., & Gooch, B. (2006b). Evaluating Interactive Gaming as a Language Learning Tool In Conference Proceedings SIGGRAPH Educators Program.
Rankin, Y., Morrison, D., McNeal, M., Gooch, B., & Shute, M. W. (2009). Time will tell: in-game social interactions that facilitate second language acquisition. Paper presented at the Proceedings of the 4th International Conference on Foundations of Digital Games, Orlando, Florida.
Smahel, D., Sevcikova, A., Blinka, L., & Vesela, M. (2009). Abhangigkeit und Internet Applikationen: Spiele, Kommunikation und Sex-Webseiten. In B. Stetina & I. Kryspin-Exner (Eds.), Gesundheit Und Neue Medien: Psychologische Aspekte Der Interaktion Mit Informations- Und Kommunikationstechnologien: Springer.
Steinkuehler, C. (2007). Massively Multiplayer Online Gaming as a Constellation of Literacy Practices. E-Learning and Digital Media, 4(3), 297-318.
Stetina, B. U., Kothgassner, O. D., Lehenbauer, M., & Kryspin-Exner, I. (2011). Beyond the fascination of online-games: Probing addictive behavior and depression in the world of online-gaming. Comput. Hum. Behav., 27(1), 473-479. doi: 10.1016/j.chb.2010.09.015
Suh, S., Kim, S. W., & Kim, N. J. (2010). Effectiveness of MMORPG-based instruction in elementary English education in Korea. Journal of Computer Assisted Learning, 26(5), 370-378. doi: 10.1111/j.1365-2729.2010.00353.x
Yee, N. (2006a). The demographics, motivations, and derived experiences of users of massively multi-user online graphical environments. Presence: Teleoper. Virtual Environ., 15(3), 309-329. doi: 10.1162/pres.15.3.309
Yee, N. (2006b). Motivations for Play in Online Games. CyberPsychology & Behavior, 9(6), 772-775. doi: 10.1089/cpb.2006.9.772
|