博碩士論文 984203013 詳細資訊




以作者查詢圖書館館藏 以作者查詢臺灣博碩士 以作者查詢全國書目 勘誤回報 、線上人數:21 、訪客IP:18.117.216.229
姓名 劉瑞啟(Rui-qi Liu)  查詢紙本館藏   畢業系所 資訊管理學系
論文名稱 繼續還是不繼續?網路文學作品持續閱讀與沉迷程度之影響
(Continue or Discontinue? Internet Literature Continuance and the Effect of Addiction)
相關論文
★ 製藥業的成本會計評估研究─ 一個ABC成本制度的應用★ 一個保險業的資料採擷應用--業務員的薪酬制度分析
★ 農漁產品電子化交易中分類分級管理之研究★ 應用類神經網路建構壽險核保決策支援之研究
★ 企業導入ERP之關鍵成功因素-個案研究★ 體外診斷醫療器材滿足CE及GMP驗證要求之個案研
★ 企業資訊系統委外研究-以個案銀行為例★ DRAM月平均價格變動分析
★ 定期航運產業運價及運送時間對經營績效影響之研究-以某外商海運公司在台灣經營為例★ 半導體先進批次製程控制系統平台設計與實作
★ 以交通儲值卡作為電子支付工具的營運模式及可行性分析★ 軟體公司能力成熟度評估
★ 加速台灣海關的通關便捷化-提升行動化服務的解決方案★ 以均勻度係數為預測晶圓良率指標之可行性分析-以國內某DRAM廠為例
★ 某公司資訊部門變革失敗之探討★ 資訊部門導入ITIL 管理機制之現況分析─ 以企業導入ITIL 服務支援為例
檔案 [Endnote RIS 格式]    [Bibtex 格式]    [相關文章]   [文章引用]   [完整記錄]   [館藏目錄]   [檢視]  [下載]
  1. 本電子論文使用權限為同意立即開放。
  2. 已達開放權限電子全文僅授權使用者為學術研究之目的,進行個人非營利性質之檢索、閱讀、列印。
  3. 請遵守中華民國著作權法之相關規定,切勿任意重製、散佈、改作、轉貼、播送,以免觸法。

摘要(中) 由於網際網路的蓬勃發展,文學領域因網路而掀起一股新的風潮。網路與文學的相遇所產生出的新面貌,深深的吸引著廣大的讀者群。網路不只改變了傳統閱聽的管道,也改變了創作的方式,不論讀者或作者,均可便利的閱讀作品或創作,使得網路文學作品如雨後春筍般的出現。對於作者來說,除了吸引新的讀者之外,更重要的是要留住現有讀者,使他想一讀再讀,願意參與互動。因為在網路文學的世界中,讀者的鼓勵與批評是作者願意持續創作與成長的動力。
本研究希望透過網路文學本身之特性找出讀者滿意度、並結合沉浸理論與沉迷程度探討讀者持續閱讀網路文學作品之意圖。
本研究針對的是持續閱讀網路文學作品的讀者為主,透過網路問卷方式收集資料,使用PLS與SPSS來進行資料分析,以檢驗本研究模型與相關假說。
研究結果發現:讀者對網路文學作品的滿意度越高時,其未來的持續閱讀意圖也會越高。同時,發現當讀者的滿意度越高時,越容易使讀者進入沉浸狀態,沉浸狀態所帶來的正面情緒會影響讀者的持續閱讀意圖。最後本研究發現:對沉迷程度較高的讀者來說,沉迷程度會是影響其持續閱讀意圖的主要因素之一。然而,對沉迷程度較低的讀者來說,讀者的沉迷程度並不會影響其持續使用的意圖。
摘要(英) Along with the explosive development of the Internet, “literature” has also been undergoing enormous changes. The integration of the Internet and literature has fascinated a large group of readers. In addition to augmenting the read/write channels, the Internet also reform the method of authoring. Regardless of whether on a reader or an author, one can read and write articles more conveniently. It makes Internet literature articles spring up like bamboo shoots after a spring rain. In addition to attracting new readers, a more important issue is to keep loyal readers. It can make readers not only read and reread, but also be willing to participate in discussions with the author and fellow readers alike. Readers’’ encouragement and criticism invariantly urge authors to continuously create new works and grow in the Internet literature world.
The aim of this study is to identify factors affecting readers’ satisfaction through the characteristics of Internet literature. This study adopts the flow theory and the concept of addiction to explore the readers’ intention to continue reading Internet literature. This study collected data through self-administered Internet questionnaires. PLS and SPSS were employed to perform hypothesis testing.
Results of this study show that readers with higher levels of satisfaction have higher continue reading intention. In addition, higher satisfaction results in positive emotions of flow experience, which in turn affects the readers’ intention to continue reading Internet literature. Finally, results also reveal that for the highly addicted readers, the level of Internet literature addiction is an important factor that influences readers’ intention to continue reading Internet literature. However, for those with low addiction, the level of addiction does not affect their intention to continue reading.
關鍵字(中) ★ 沉迷
★ 沉浸經驗
★ 持續閱讀
★ 網路文學
關鍵字(英) ★ addiction
★ Internet literature
★ flow experience
★ continuance
論文目次 中文摘要 i
Abstract ii
誌謝 iii
目錄 iv
圖目錄 vii
表目錄 viii
1 緒論 1
1.1 研究背景與動機 1
1.2 研究目的 2
1.3 研究流程 3
2 文獻探討 4
2.1 網路文學 4
2.1.1 網路文學的定義 4
2.1.2 台灣網路文學的興起 8
2.1.3 網路文學的特色 9
2.2 滿意度 12
2.2.1 便利性 13
2.2.2 互動性 13
2.2.3 愉悅性 14
2.3 沉浸經驗 15
2.3.1 沉浸經驗的定義 15
2.3.2 沉浸經驗的特徵 17
2.3.3 沉浸的理論模式 18
2.3.4 沉浸經驗的測量 22
2.4 沉迷程度 23
2.4.1 網路成癮的定義 23
2.4.2 網路成癮的界定標準 25
2.4.3 網路成癮與網路文學作品沉迷 26
3 研究方法 28
3.1 研究架構與假說 28
3.1.1 網路文學作品的「滿意度」 29
3.1.2 網路文學作品的「沉浸經驗」 29
3.1.3 網路文學作品的「持續閱讀意圖」 30
3.2 變數定義與衡量 30
3.2.1 閱讀網路文學作品的「滿意度」 31
3.2.2 沉迷程度 34
3.2.3 沉浸經驗 35
3.2.4 網路文學作品的「持續閱讀意圖」 36
3.3 問卷設計 36
3.4 研究範圍與抽樣設計 36
3.5 資料分析方法與工具 37
4 資料分析 38
4.1 樣本基本資料分析 38
4.2 問卷量表之信度與效度檢驗 40
4.2.1 信度分析 41
4.2.2 收斂效度與區別效度 41
4.3 假說檢定 44
4.4 探討中介效果 47
4.5 不同沉迷程度下之假說檢定 48
4.5.1 模型一:低沉迷程度之讀者 49
4.5.2 模型二:高沉迷程度之讀者 51
4.6 小結 53
5 結論與建議 54
5.1 研究結果與討論 54
5.1.1 滿意度與持續閱讀意圖 54
5.1.2 滿意度與沉浸經驗 54
5.1.3 滿意度與沉迷程度 55
5.1.4 沉浸經驗與持續閱讀意圖 55
5.1.5 沉迷程度與持續閱讀意圖 55
5.2 學術意涵 56
5.3 管理意涵 57
5.4 研究限制與未來建議 58
5.4.1 樣本的限制 58
5.4.2 問卷設計的部分 59
5.4.3 沉浸經驗的部分 59
5.4.4 橫斷面研究的限制 59
5.4.5 其他變數的影響 59
5.4.6 應用到不同類型的網路文學作品上 59
參考文獻 60
附錄一、網路文學作品持續閱讀之調查問卷 68
附錄二、網路問卷畫面 71
參考文獻 中文文獻
1. 王渝薇 (2010),玩線上遊戲是計畫行為嗎?-以沉浸經驗延伸計畫行為理論,國立中央大學資訊管理研究所碩士論文。
2. 朱恆燁 (2007),我在虛擬人海中寫作:論網路小說的寫作經驗與作者—讀者關係,國立政治大學新聞研究所碩士論文。
3. 吳燕惠 (2000),網路讀者書評之研究,南華大學出版學研究所碩士論文。
4. 呂慧君 (2009),臺灣網路小說之呈現與發展,國立彰化師範大學國文學系碩士論文。
5. 林淇瀁 (2000),流動的繆思:台灣網路文學生態初探,解嚴以來台灣文學國際學術研討會論文集 (216-234頁),萬卷樓圖書公司。
6. 柯景騰 (2005),網路虛擬自我的集體建構--台灣bbs網路小說社群與其迷文化,東海大學社會學研究所碩士論文。
7. 孫治本 (2006),網路文學 快速變臉,書香遠傳,39,16-19。
8. 秦宇慧 (2004),網絡原創文學與傳統文學辯異,瀋陽教育學院學報,6(4),31-33。
9. 袁瓊瓊 (2003),九十一年小說選,九歌出版社。
10. 陳致中 (2003),網路文學創作者行為之初探研究,中山大學傳播管理研究所碩士論文。
11. 須文蔚 (1998),網路詩的破與立,創世紀詩雜誌,117,80-95。
12. 須文蔚 (1997),邁向網路時代的文學副刊:一個文學傳播觀點的初探,世界中文報紙副刊學綜論 (251-279頁),行政院文建會。
13. 須文蔚 (2003),台灣數位文學論,二魚文化。
14. 楊純青 (2004),成人線上學習之人際互動與神馳經驗對其學習成效之影響,國立高雄師範大學成人教育研究所博士論文。
15. 廖秋瑜 (2007),台灣當代網路文學現況研究---以藤井樹作品為例,國立花蓮教育大學語文科教學碩士學位班碩士論文。
16. 歐陽友權 (2004),網路文學本體論,中國文聯出版社。
17. 諸葛俊元 (2002),關於「網路文學」定義問題的再思考,富春文化。
18. 魏岑玲 (2009),臺灣當代網路小說研究 (1996-2009),臺北市立教育大學中國語文學系碩士班碩士論文。
19. 蘇慧堅 (2004),小說閱讀沉迷行為之研究,南華大學出版事業管理研究所碩士論文。
英文文獻
1. Ahn, T., Ryu, S., & Han, I. (2007). “The impact of web quality and playfulness on user acceptance of online retailing,” Information & Management, 44(3), 263-275.
2. Al-Khaldi, M. A., & Olusegun Wallace, R. S. (1999). “The influence of attitudes on personal computer utilization among knowledge workers: The case of saudi arabia,” Information & Management, 36(4), 185-204.
3. Anderson, E. W., Fornell, C., & Lehmann, D. R. (1994). “Customer satisfaction, market share, and profitability: Findings from sweden,” The Journal of Marketing, 58(3), 53-66.
4. Armstrong, L., Phillips, J. G., & Saling, L. L. (2000). “Potential determinants of heavier internet usage,” International Journal of Human-Computer Studies, 53(4), 537-550.
5. Baron, R. M. & Kenny, D. A. (1986). “The moderator-mediator distinction in social psychological research: Conceptual, strategic, and statistical considerations,” Journal of Personality and Social Psychology, 51(6), 1173-1182.
6. Becker, G. S., & Murphy, K. M. (1988). “A theory of rational addiction,” The Journal of Political Economy, 96(4), 675-700.
7. Berry, L. L., Seiders, K., & Grewal, D. (2002). “Understanding service convenience,” Journal of Marketing, 66(3), 1-17.
8. Bhattacherjee, A. (2001). “Understanding information systems continuance: An expectation-confirmation model,” MIS Quarterly, 25(3), 351-370.
9. Bolter, J. (2001). Writing space: Computers, hypertext, and the remediation of print. Mahwah, NJ: Routledge.
10. Brown, E., & Cairns, P. (2004). “A grounded investigation of game immersion,” Paper presented at the CHI '04 extended abstracts on Human factors in computing systems, Vienna, Austria.
11. Byun, S., Ruffini, C., Mills, J. E., Douglas, A. C., Niang, M., Stepchenkova, S., et al. (2009). “Internet addiction: Metasynthesis of 1996–2006 quantitative research,” CyberPsychology & Behavior, 12(2), 203-207.
12. Chang, H. H., & Wang, I. C. (2008). “An investigation of user communication behavior in computer mediated environments,” Computers in Human Behavior, 24(5), 2336-2356.
13. Chen, H., Wigand, R. T., & Nilan, M. S. (1999). “Optimal experience of web activities,” Computers in Human Behavior, 15(5), 585-608.
14. 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, 7(1), 11-24.
15. Chung, J., & Tan, F. B. (2004). “Antecedents of perceived playfulness: An exploratory study on user acceptance of general information-searching websites,” Information & Management, 41(7), 869-881.
16. Csikszentmihalyi, M. (1975). Beyond boredom and anxiety. San Francisco, CA: Jossey-Bass.
17. Csikszentmihalyi, M. (1990). Flow: The psychology of optimal experience. New York, NY: Harper & Row.
18. Csikszentmihalyi, M. (1997). Finding flow: The psychology of engagement with everyday life: Brockman, Inc.
19. Davis, R. A. (2001). “A cognitive-behavioral model of pathological internet use,” Computers in Human Behavior, 17(2), 187-195.
20. Douglas, J. Y. (2001). The end of books--or books without end?: Reading interactive narratives: University of Michigan Press.
21. Duda, J. L., Chi, L., Newton, M. L., Walling, M. D., & Catley, D. (1995). “Task and ego orientation and intrinsic motivation in sport,” International Journal of Sport Psychology, 26(1), 40-63.
22. Dutta, S., & Segev, A. (1999). “Business transformation on the internet,” European Management Journal, 17(5), 466-476.
23. Ellis, G. D., Voelkl, J. E., & Morris, C. (1994). “Measurement and analysis issues with explanation of variance in daily experience using the flow model,” Journal of Leisure Research, 26(4), 337-356.
24. Ellis, M. J. (1973). Why people play. Englewood Cliffs, New Jersey Prentice-Hall, Inc.
25. Fiske, J. (1992). “The cultural economy of fandom,” In L. A. Lewis (Ed.), The adoring audience: Fan culture and popular media (pp. 30-49). New York, NY: Routledge.
26. Galletta, D. F., & Lederer, A. L. (1989). “Some cautions on the measurement of user information satisfaction,” Decision Sciences, 20(3), 419-434.
27. Ghani, J. A., Supnick, R., & Rooney, P. (1991). “The experience of flow in computer-mediated and in face-to-face groups,” Paper presented at the Proceedings of the twelfth international conference on Information systems, New York, NY.
28. Gountas, J., & Gountas, S. (2007). “Personality orientations, emotional states, customer satisfaction, and intention to repurchase,” Journal of Business Research, 60(1), 72-75.
29. Griffiths, M. (2000). “Excessive internet use: Implications for sexual behavior,” CyberPsychology & Behavior, 3(4), 537-552.
30. Griffiths, M. (1998). “Internet addiction: Does it really exist?” In J. Gackenbach (Ed.), Psychology and the internet: Intrapersonal, interpersonal, and transpersonal applications (pp. 61-75). New York, NY: Academic Press.
31. Hair, J. F., Tatham, R. L., Anderson, R. E., & Black, W. (1998). Multivariate data analysis (5th ed.): Prentice Hall.
32. Hoffman, D. L., & Novak, T. P. (1996). “Marketing in hypermedia computer-mediated environments: Conceptual foundations,” The Journal of Marketing, 60(3), 50-68.
33. Hsiang, C., Rolf, T. W., & Michael, N. (2000). “Exploring web users' optimal flow experiences,” Information Technology & People, 13(4), 263-281.
34. Hsu, C.-L., & Lu, H.-P. (2007). “Consumer behavior in online game communities: A motivational factor perspective,” Computers in Human Behavior, 23(3), 1642-1659.
35. Huffman, D. L., Novak, T. P., & Kling, R. (1997). “A new marketing paradigm for electronic commerce,” Information Society, 13(1), 43-54.
36. Hunt, H. K. (1977). Cs/d-overview and future research directions. Cambridge, MA: Marketing Science Institute.
37. Isen, A. M. (1984). “The influence of positive affect on decision making and cognitive organization,” Advances in Consumer Research, 11(1), 534-537.
38. Jackson, S. A. (1992). “Athletes in flow: A qualitative investigation of flow states in elite figure skaters,” Journal of Applied Sport Psychology, 4(2), 161-180.
39. Jarvenpaa, S. L., & Todd., P. A. (1997). Is there a future for retailing on the internet? Thousand Oaks, CA: SAGE Publications.
40. Jenkins, H. (1992). Textual poachers: Television fans & participatory culture. New York, NY: Routledge.
41. Johnson, M. D., Gustafsson, A., Andreassen, T. W., Lervik, L., & Cha, J. (2001). “The evolution and future of national customer satisfaction index models,” Journal of Economic Psychology, 22(2), 217-245.
42. Joyce, M. (1996). Of two minds: University of Michigan Press.
43. Kandell, J. J. (1998). “Internet addiction on campus: The vulnerability of college students,” CyberPsychology & Behavior, 1(1), 11-17.
44. Koo, C. M., Koh, C. E., & Nam, K. (2004). “An examination of porter's competitive strategies in electronic virtual markets: A comparison of two on-line business models,” International Journal of Electronic Commerce, 9(1), 163-180.
45. Koufaris, M. (2002). “Applying the technology acceptance model and flow theory to online consumer behavior,” Information Systems Research, 13(2), 205-223.
46. Landow, G. P. (1997). Hypertext 2.0: The convergence of contemporary critical theory and technology The Johns Hopkins University Press.
47. LaTour, S. A., & Peat, N. C. (1979). “Conceptual and methodological issues in consumer satisfaction research,” Advances in Consumer Research, 6(1), 431-437.
48. Lewis, B. A. (2002). Learning effectiveness: Efficacy of quizzes vs. Discussions in on-line learning. Doctor Unpublished doctoral dissertation, Syracuse University, Syracuse, NY.
49. Limayem, M., Hirt, S. G., & Cheung, C. M. K. (2007). “How habit limits the predictive power of intention: The case of information systems continuance,” MIS Quarterly, 31(4), 705-737.
50. Lu, H.-P., & Wang, S.-m. (2008). “The role of internet addiction in online game loyalty: An exploratory study,” Internet Research, 18(5), 499-519.
51. Lutz, R. J., & Guiry, M. (1994). “Intense consumption experiences: Peaks, performances, and flows,” Paper presented at the Winter Marketing Educators' Conference, St. Petersburg, FL.
52. Mangen, A. (2006). New narrative pleasures?: A cognitive-phenomenological study of the experience of reading digital narrative fictions. Doctor, Norwegian University of Science and Technology.
53. Massimini, F., & Carli, M. (1988). “The systematic assessment of flow in daily experience,” In M. Csikszentmihalyi & I. S. Csikszentmihalyi (Eds.), Optimal experience: Psychological studies of flow in consciousnes (pp. 266-287). New York, NY: Cambridge University Press.
54. McQuail, D. (1994). Mass communication theory: An introduction (3rd edition ed.): Sage Publications Ltd.
55. Mcquillan, J., & Conde, G. (1996). “The conditions of flow in reading: Two studies of optimal experience,” Reading Psychology, 17(2), 109-135.
56. Millan, A., & Esteban, A. (2004). “Development of a multiple-item scale for measuring customer satisfaction in travel agencies services,” Tourism Management, 25(5), 533-546.
57. Moon, J.-W., & Kim, Y.-G. (2001). “Extending the tam for a world-wide-web context,” Information & Management, 38(4), 217-230.
58. Nelson, T. H. (1965). “Complex information processing: A file structure for the complex, the changing and the indeterminate,” Paper presented at the Proceedings of the 1965 20th national conference, Cleveland, Ohio, United States.
59. O'Shaughnessy, J. (1987). Why people buy. New York, NY: Oxford University Press.
60. Oliver, R. L. (1980). “A cognitive model of the antecedents and consequences of satisfaction decisions,” Journal of Marketing Research, 17(4), 460-469.
61. Oliver, R. L. (1993). “Cognitive, affective, and attribute bases of the satisfaction response,” The Journal of Consumer Research, 20(3), 418-430.
62. Pace, S. (2004). “A grounded theory of the flow experiences of web users,” International Journal of Human-Computer Studies, 60(3), 327-363.
63. Pilke, E. M. (2004). “Flow experiences in information technology use,” International Journal of Human-Computer Studies, 61(3), 347-357.
64. Price, L. L., & Arnould, E. J. (1999). “Commercial friendships: Service provider-client relationships in context,” The Journal of Marketing, 63(4), 38-56.
65. Privette, G. (1983). “Peak experience, peak performance, and flow: A comparative analysis of positive human experiences,” Journal of Personality and Social Psychology, 45(6), 1361-1368.
66. Privette, G., & Bundrick, C. M. (1987). “Measurement of experience: Construct and content validity of the experience questionnaire,” Perceptual and Motor Skills, 65(1), 315-332.
67. Seiders, K., Voss, G. B., Grewal, D., & Godfrey, A. L. (2005). “Do satisfied customers buy more? Examining moderating influences in a retailing context,” Journal of Marketing, 69(4), 26-43.
68. Shaw, M., & Black, D. W. (2008). “Internet addiction,” CNS Drugs, 22(5), 353-365.
69. Spiro, R., & Jehng, J. (1990). “Cognitive flexibility and hypertext: Theory and technology for the nonlinear and multimensional travel of complex subject matter,” In D.Nix & R.spiro (Eds.), Cognition education and multimedia: Exploring ideas in higher technology (pp. 163-205). Hillsdale, NJ: Lawence Erbaum Associates.
70. Spreng, R. A., MacKenzie, S. B., & Olshavsky, R. W. (1996). “A reexamination of the determinants of consumer satisfaction,” The Journal of Marketing, 60(3), 15-32.
71. Swan, J. E., & Trawick, I. F. (1981). “Disconfirmation of expectations and satisfaction with a retail service,” Journal of Retailing, 57(3), 49-67.
72. Sweetser, P. (2006). An emergent approach to game design–development and play. Doctor, The University of Queensland.
73. Thong, J. Y. L., Hong, S.-J., & Tam, K. Y. (2006). “The effects of post-adoption beliefs on the expectation-confirmation model for information technology continuance,” International Journal of Human-Computer Studies, 64(9), 799-810.
74. Turner, G. (2003). British cultural studies: An introduction. NY & London: Routledge.
75. Walther, J. B. (1995). “Relational aspects of computer-mediated communication: Experimental observations over time,” Organization Science, 6(2), 186-203.
76. Webster, J., Trevino, L. K., & Ryan, L. (1993). “The dimensionality and correlates of flow in human-computer interactions,” Computers in Human Behavior, 9(4), 411-426.
77. Weibel, D., Wissmath, B., Habegger, S., Steiner, Y., & Groner, R. (2008). “Playing online games against computer- vs. Human-controlled opponents: Effects on presence, flow, and enjoyment,” Computers in Human Behavior, 24(5), 2274-2291.
78. Williams, R. (1980). Base and superstructure in marxist cultural theory. London: Verso & NLB.
79. Wu, J., & Liu, D. (2007). “The effects of trust and enjoyment on intention to play online games,” Journal of Electronic Commerce Research, 8(2), 128-140.
80. Young, K. S. (1998a). Caught in the net: How to recognize the signs of internet addiction and winning strategy for recovery. New York, NY: John Wiley & Sons, Inc.
81. Young, K. S. (1998b). “Internet addiction: The emergence of a new clinical disorder,” CyberPsychology & Behavior, 1(3), 237-244.
82. Young, K. S., Pistner, M., O'Mara, J., & Buchanan, J. (2000). “Cyber disorders: The mental health concern for the new millennium,” CyberPsychology & Behavior, 2(5), 475-479.
網路資料
1. 吳晨駿 (2005),當代中國的網絡文學, http://www.chinesepen.org/Article/bhdt/200512/Article_20051225071903.shtml,取用於2011/06/10。
2. 李順興 (2001),觀望存疑或一「網」打盡──網路文學的定義問題,http://benz.nchu.edu.tw/~sslee/papers/hyp-def2.htm,取用於2011/06/16。
3. 邱景華 (2002),現在的黯淡與未來的光明,http://www.fjql.org/fjrzhw/d065.htm,取用於2011/06/04。
4. 孫治本 (2002),網路文學的特性及台灣網路文學向中國大陸的流動 ,http://web2.cc.nctu.edu.tw/~cpsun/sun-internet-literature.pdf,取用於2011/06/10。
5. 孫治本 (2004a),甚麼是網路文學?,http://web2.cc.nctu.edu.tw/~cpsun/sun-what-is-internet-literature.doc,取用於2011/06/10。
6. 孫治本 (2004b),網路文學的解釋社群--閱眾民主時代的來臨?,http://mag.udn.com/mag/digital/storypage.jsp?f_ART_ID=88935,取用於2011/06/10。
7. 財團法人台灣網路資訊中心 (2011),台灣寬頻網路使用調查報告,http://www.twnic.net.tw/download/200307/1101a.pdf,取用於2011/06/14。
8. 國家圖書館網站 (2011),臺灣人閱讀品味大公開—2010臺灣公共圖書館十大借閱書籍排行榜,http://www.ncl.edu.tw/ct.asp?xItem=12998&ctNode=1620&mp=2,取用於2011/06/16。
9. 陳韻琳 (1999),網路文學概述, http://he.cycu.edu.tw/life/desert/990209/004.htm,取用於2011/06/10。
10. 資訊工業策進會 (2010),我國網際網路用戶數調查統計,http://www.find.org.tw/find/home.aspx?page=many&id=282,取用於2011/06/10。
11. Goldberg, I. (1996). “Internet addiction disorder,” Retrieved 06/16, 2011, from http://www.webs.ulpgc.es/aeps/JR/Documentos/ciberadictos.doc
指導教授 范錚強、蘇雅惠
(Cheng-Kiang Farn、Yea-Huey Su)
審核日期 2011-7-7
推文 facebook   plurk   twitter   funp   google   live   udn   HD   myshare   reddit   netvibes   friend   youpush   delicious   baidu   
網路書籤 Google bookmarks   del.icio.us   hemidemi   myshare   

若有論文相關問題,請聯絡國立中央大學圖書館推廣服務組 TEL:(03)422-7151轉57407,或E-mail聯絡  - 隱私權政策聲明