2017 全球與臺灣娛樂暨媒體業展望報告。資誠聯合會計師事務所(PwC Taiwan)。民106年6月7日,取自:https://www.pwc.tw/zh/news/press-release/press-20170607.html
中華民國內政部警政署105年A1類道路交通事故統計資料. 取自:https://www.npa.gov.tw/NPAGip/wSite/ct?xItem=83511&ctNode=12594&mp=1
玩遊戲提高駕駛水平,還能幫助病人康復!是真的(民105年8月12日)。壹讀。(民105年8月12日),取自:https://read01.com/xdOjjM.html
范慧宜。臺灣遊戲產業發展趨勢及商機。財團法人商業發展研究院。民105年,取自:http://www.pershing.com.tw/tw/download/seminar/20160311_seminar/handouts/160311_Session1_TW_Game_Industry_Dev_and_Trend_DrFan.pdf
詹子嫻(民105年12月5日)。六張圖解析遊戲及電競生態。數位時代。(民105年12月5日),取自:https://www.bnext.com.tw/article/42112/gaming_esports_market_ecosystem
電子遊戲. (2014年4月6日). 維基百科. 取自: https://zh.wikipedia.org/wiki/%E7%94%B5%E5%AD%90%E6%B8%B8%E6%88%8F
電玩遊戲類型. (2016年8月18日) . 維基百科. 取自:https://zh.wikipedia.org/wiki/%E7%94%B5%E5%AD%90%E6%B8%B8%E6%88%8F%E7%B1%BB%E5%9E%8B
遊戲軟體分級管理辦法. (2014年12月2日) . 維基百科. 取自:https://zh.wikipedia.org/wiki/%E9%81%8A%E6%88%B2%E8%BB%9F%E9%AB%94%E5%88%86%E7%B4%9A%E7%AE%A1%E7%90%86%E8%BE%A6%E6%B3%95
川島隆太. (2001). 自分の脳を自分で育てる. く もん 出版, 東 京.
台北:牛頓張麗瓊譯(2005)。森昭雄著。小心電玩腦。台北:遠流。
李易鴻(2016). 臺灣遊戲市場白皮書. 資策會產研所.
林誼杰. (2003). 電玩成癮傾向及其相關因素研究. 中原大學心理學研究所學位論文, 1-97.
周士雄, & 施鴻志. (2000). 環境風險管理決策中之公眾認知探討-以地震災害減緩措施為例. 都市與計劃, 27(3), 363-380.
陳淑惠(1998)。我國學生電腦網路沉迷現象之整合研究—子計畫一:網路沉迷現象的心理病因之初探(1/2)。行政院國家科學委員會專題研究計畫成果報告。
陳怡安. (2003). 線上遊戲的魅力—以重度玩家為例. 高雄: 復文圖書.
曾明遜. (1994). 淺論鄰避設施的風險知覺. 人與地, 126, 36-40.
鄭英敏, 陳巧雲, & 吳文中. (1993). 電腦益智遊戲對國小學生學習潛能影響之研究. 台北市教師研習中心之教育專題研究 (四八).
謝智仁 (2001). 道路暴力行為意向之研究. 國立交通大學運輸工程與管理學系碩士論文.Anderson, C. A., & Dill, K. E. (2000). Video games and aggressive thoughts, feelings, and behavior in the laboratory and in life. Journal of personality and social psychology, 78(4), 772-790.
Anderson, C. A., & Bushman, B. J. (2001). Effects of violent video games on aggressive behavior, aggressive cognition, aggressive affect, physiological arousal, and prosocial behavior: A meta-analytic review of the scientific literature. Psychological science, 12(5), 353-359.
Anderson, C. A., & Bushman, B. J. (2002). Human aggression. Annual review of psychology, 53, 27-51.
Arnett, J. J. (2002). Developmental sources of crash risk in young drivers. Injury prevention, 8(suppl 2), ii17-ii23.
Anderson, C. A., & Murphy, C. R. (2003). Violent video games and aggressive behavior in young women. Aggressive behavior, 29(5), 423-429.
Anderson, C. A. (2004). An update on the effects of playing violent video games. Journal of adolescence, 27(1), 113-122.
af Wåhlberg, A. E. (2006). Speed choice versus celeration behavior as traffic accident predictor. Journal of safety research, 37(1), 43-51.
Aven, T., & Renn, O. (2009). On risk defined as an event where the outcome is uncertain. Journal of risk research, 12(1), 1-11.
American Automobile Association. (2009). Aggressive driving: Research update. American Automobile Association Foundation for Traffic Safety.
Anderson, C. A., Shibuya, A., Ihori, N., Swing, E. L., Bushman, B. J., Sakamoto, A., ... & Saleem, M. (2010). Violent video game effects on aggression, empathy, and prosocial behavior in eastern and western countries: a meta-analytic review.
Bauer, R. A. (1960). Consumer behavior as risk taking. In Proceedings of the 43rd National Conference of the American Marketing Assocation, June 15, 16, 17, Chicago, Illinois, 1960. American Marketing Association.
Brown, I. D., & Groeger, J. A. (1988). Risk perception and decision taking during the transition between novice and experienced driver status. Ergonomics, 31(4), 585-597.
Braun, C. M., & Giroux, J. (1989). Arcade video games: Proxemic, cognitive and content analyses. Journal of Leisure Research, 21(2), 92.
Buss, A. H., & Perry, M. (1992). The aggression questionnaire. Journal of personality and social psychology, 63(3), 452.
Brun, W. (1992). Cognitive components in risk perception: Natural versus manmade risks. Journal of Behavioral Decision Making, 5(2), 117-132.
Baron, R. A., & Richardson, D. R. (1994). Human aggression (2nd ed.). New York: Plenum.
Bushman, F. (1995). Targeting retroviral integration. Science, 267(5203), 1443-1445.
Buchman, D. D., & Funk, J. B. (1996). Video and computer games in the'90s: children's time commitment and game preference. Children today, 24(1), 12.
Bushman, B. J., & Wells, G. L. (1998). Trait aggressiveness and hockey penalties: predicting hot tempers on the ice. Journal of Applied Psychology, 83(6), 969.
Bartholow, B. D., Sestir, M. A., & Davis, E. B. (2005). Correlates and consequences of exposure to video game violence: Hostile personality, empathy, and aggressive behavior. Personality and Social Psychology Bulletin, 31(11), 1573-1586.
Bushman, B. J., & Huesmann, L. R. (2006). Short-term and long-term effects of violent media on aggression in children and adults. Archives of Pediatrics & Adolescent Medicine, 160(4), 348-352.
Bartlett, M. R., Fink, R. B., Schwartz, M. F., & Linebarger, M. (2007). Informativeness ratings of messages created on an AAC processing prosthesis. Aphasiology, 21(5), 475-498.
Bartholow, B. D., Bushman, B. J., & Sestir, M. A. (2006). Chronic violent video game exposure and desensitization to violence: Behavioral and event-related brain potential data. Journal of experimental social psychology, 42(4), 532-539.
Beullens, K., Roe, K., & Van den Bulck, J. (2008). Video games and adolescents' intentions to take risks in traffic. Journal of Adolescent Health, 43(1), 87-90.
Bushman, B. J., & Anderson, C. A. (2009). Comfortably numb: Desensitizing effects of violent media on helping others. Psychological science, 20(3), 273-277.
Beullens, K., Roe, K., & Van den Bulck, J. (2010). The relationship between adolescents’ music video viewing and risky driving: a two wave panel survey. International Journal of Psychology Research, 371.
Brown, S. L. (2010). Changes in Risk Perceptions Prospectively Predict Changes in Self‐Reported Speeding. Risk analysis, 30(7), 1092-1098.
Cutter, S. L. (1993). Living with risk: the geography of technological hazards. E. Arnold.
Cohn, L. D., Macfarlane, S., Yanez, C., & Imai, W. K. (1995). Risk-perception: differences between adolescents and adults. Health Psychology, 14(3), 217.
Chiu, S. I., Lee, J. Z., & Huang, D. H. (2004). Video game addiction in children and teenagers in Taiwan. CyberPsychology & behavior, 7(5), 571-581.
Carnagey, N. L., & Anderson, C. A. (2005). The effects of reward and punishment in violent video games on aggressive affect, cognition, and behavior. Psychological science, 16(11), 882-889.
Carnagey, N. L., Anderson, C. A., & Bushman, B. J. (2007). The effect of video game violence on physiological desensitization to real-life violence. Journal of experimental social psychology, 43(3), 489-496.
Chou, C., & Tsai, M. J. (2007). Gender differences in Taiwan high school students’ computer game playing. Computers in Human Behavior, 23(1), 812-824.
Cummings, H. M., & Vandewater, E. A. (2007). Relation of adolescent video game play to time spent in other activities. Archives of pediatrics & adolescent medicine, 161(7), 684-689.
Deery, H. A. (2000). Hazard and risk perception among young novice drivers. Journal of safety research, 30(4), 225-236.
Durkin, K., & Barber, B. (2002). Not so doomed: Computer game play and positive adolescent development. Journal of applied developmental psychology, 23(4), 373-392.
Dula, C. S., & Ballard, M. E. (2003). Development and evaluation of a measure of dangerous, aggressive, negative emotional, and risky driving. Journal of Applied Social Psychology, 33(2), 263-282.
Dye, M. W., Green, C. S., & Bavelier, D. (2009). Increasing speed of processing with action video games. Current directions in psychological science, 18(6), 321-326.
Fischhoff, B., Slovic, P., Lichtenstein, S., Read, S., & Combs, B. (1978). How safe is safe enough? A psychometric study of attitudes towards technological risks and benefits. Policy sciences, 9(2), 127-152.
Fling, S., Smith, L., Rodriguez, T., Thornton, D., Atkins, E., & Nixon, K. (1992). Videogames, aggression, and self-esteem: A survey. Social Behavior and Personality: an international journal, 20(1), 39-45.
Fossati, A., Maffei, C., Acquarini, E., & Di Ceglie, A. (2003). Multigroup confirmatory component and factor analyses of the Italian version of the Aggression Questionnaire. European Journal of Psychological Assessment, 19(1), 54.
Farrar, K. M., Krcmar, M., & Nowak, K. L. (2006). Contextual features of violent video games, mental models, and aggression. Journal of Communication, 56(2), 387-405.
Ferguson, C. J. (2007). Evidence for publication bias in video game violence effects literature: A meta-analytic review. Aggression and violent behavior, 12(4), 470-482.
Fischer, P., Kubitzki, J., Guter, S., & Frey, D. (2007). Virtual driving and risk taking: Do racing games increase risk-taking cognitions, affect, and behaviors?. Journal of Experimental Psychology: Applied, 13(1), 22.
Fischer, P., Guter, S., & Frey, D. (2008). The effects of risk-promoting media on inclinations toward risk taking. Basic and Applied Social Psychology, 30(3), 230-240.
Fischer, P., Greitemeyer, T., Morton, T., Kastenmüller, A., Postmes, T., Frey, D., ... & Odenwälder, J. (2009). The racing-game effect: why do video racing games increase risk-taking inclinations?. Personality and Social Psychology Bulletin, 35(10), 1395-1409.
Fischer, P., Greitemeyer, T., Kastenmüller, A., Vogrincic, C., & Sauer, A. (2011). The effects of risk-glorifying media exposure on risk-positive cognitions, emotions, and behaviors: a meta-analytic review. Psychological bulletin, 137(3), 367.
Fischer, P., Krueger, J. I., Greitemeyer, T., Asal, K., Aydin, N., & Vingilis, E. (2012). Psychological effects of risk glorification in the media: Towards an integrative view. European Review of Social Psychology, 23(1), 224-257.
Gibb, G. D., Bailey, J. R., Lambirth, T. T., & Wilson, W. P. (1983). Personality differences between high and low electronic video game users. The Journal of psychology, 114(2), 159-165.
Gentile, D. A., Lynch, P. J., Linder, J. R., & Walsh, D. A. (2004). The effects of violent video game habits on adolescent hostility, aggressive behaviors, and school performance. Journal of adolescence, 27(1), 5-22.
Harris, J. A. (1997). A further evaluation of the Aggression Questionnaire: Issues of validity and reliability. Behaviour research and therapy, 35(11), 1047-1053.
Hull, J. G., Draghici, A. M., & Sargent, J. D. (2012). A longitudinal study of risk-glorifying video games and reckless driving. Psychology of Popular Media Culture, 1(4), 244.
Ivers, R., Senserrick, T., Boufous, S., Stevenson, M., Chen, H. Y., Woodward, M., & Norton, R. (2009). Novice drivers' risky driving behavior, risk perception, and crash risk: findings from the DRIVE study. American journal of public health, 99(9), 1638-1644.
Iliescu, D., & Sârbescu, P. (2013). The relationship of dangerous driving with traffic offenses: A study on an adapted measure of dangerous driving. Accident Analysis & Prevention, 51, 33-41.
Jackson, E. L., & Mukerjee, T. (1972). Human adjustment to the earthquake hazard in San Francisco, California. Conference.
James, L. (2000). Road rage and aggressive driving: Steering clear of highway warfare. Prometheus Books.
James, L., & Nahl, D. (2000). Road rage and aggressive driving: Steering clear of highway warfare. Amherst, New York:Prometheus Books
Kestenbaum, G. I., & Weinstein, L. (1985). Personality, psychopathology, and developmental issues in male adolescent video game use. Journal of the American Academy of Child Psychiatry, 24(3), 329-333.
Kipper, P. S. (1989). Television's Computer Imagery and a New Spatial Aesthetic.
Kanellaidis, G., & Dimitropoulos, I. (1994). Subjective and objective evaluation of risk on roadway curves. Traffic engineering and control, 35(7-8), 451-454.
Kirsh, S. J. (1998). Seeing the world through Mortal Kombat-colored glasses: Violent video games and the development of a short-term hostile attribution bias. Childhood, 5(2), 177-184.
Kanellaidis, G., Zervas, A., & Karagioules, V. (2000). Drivers' risk perception of road design elements. Transportation Human Factors, 2(1), 39-48.
Kouabenan, D. R. (2002). Occupation, driving experience, and risk and accident perception. Journal of Risk Research, 5(1), 49-68.
Lima, M. L., Barnett, J., & Vala, J. (2005). Risk perception and technological development at a societal level. Risk analysis, 25(5), 1229-1239.
Lachlan, K. A., & Tamborini, R. (2008). The effect of perpetrator motive and dispositional attributes on enjoyment of television violence and attitudes toward victims. Journal of Broadcasting & Electronic Media, 52(1), 136-152.
Lu, S., & Yan, H. (2013). A comparative study of the measurements of perceived risk among contractors in China. International Journal of Project Management, 31(2), 307-312.
Li, L., Chen, R., & Chen, J. (2016). Playing action video games improves visuomotor control. Psychological science, 27(8), 1092-1108.
Meesters, C., Muris, P., Bosma, H., Schouten, E., & Beuving, S. (1996). Psychometric evaluation of the Dutch version of the Aggression Questionnaire. Behaviour research and therapy, 34(10), 839-843.
Mizell, L., Joint, M., & Connell, D. (1997). Aggressive driving: Three studies. AAA Foundation for Traffic Safety, 1-13.
Muramatsu, J., & Ackerman, M. S. (1998). Computing, social activity, and entertainment: A field study of a game MUD. Computer Supported Cooperative Work (CSCW), 7(1), 87-122.
Moen, B. E., & Rundmo, T. (2006). Perception of transport risk in the Norwegian public. Risk Management, 8(1), 43-60.
Malliet, S. (2007). The challenge of video games to media effect theory.
Ma, M., Yan, X., Huang, H., & Abdel-Aty, M. (2010, January). Occupational driver safety of public transportation: Risk perception, attitudes, and driving behavior. In Proceedings of the Transportation Research Board 89th Annual Meeting (pp. 82-91).
Nakano, K. (2001). Psychometric evaluation on the Japanese adaptation of the Aggression Questionnaire. Behaviour Research and Therapy, 39(7), 853-858.
Peters, H. P., Albrecht, G., Hennen, L., & Stegelmann, H. U. (1990). ‘Chernobyl’and the nuclear power issue in West German public opinion. Journal of Environmental Psychology, 10(2), 121-134.
Peng, W., Liu, M., & Mou, Y. (2008). Do aggressive people play violent computer games in a more aggressive way? Individual difference and idiosyncratic game-playing experience. CyberPsychology & Behavior, 11(2), 157-161.
Rosa, E. A., & Dunlap, R. E. (1994). THE POLLS—POLL TRENDS: NUCLEAR POWER: THREE DECADES OF PUBLIC OPINION. Public Opinion Quarterly, 58(2), 295-324.
Renge, K. (1998). DRIVERS'HAZARD AND RISK PERCEPTION, CONFIDENCE IN SAFE DRIVING, AND CHOICE OF SPEED. IATSS research, 22(2), 103-110.
Rosenbloom, T., Shahar, A., Elharar, A., & Danino, O. (2008). Risk perception of driving as a function of advanced training aimed at recognizing and handling risks in demanding driving situations. Accident Analysis & Prevention, 40(2), 697-703.
Richer, I., & Bergeron, J. (2012). Differentiating risky and aggressive driving: Further support of the internal validity of the Dula Dangerous Driving Index. Accident Analysis & Prevention, 45, 620-627.
Starr, C. (1969). Social benefit versus technological risk. Science, 1232-1238.
Slovic, P., Fischhoff, B., & Lichtenstein, S. (1982). Why study risk perception?. Risk analysis, 2(2), 83-93.
Slovic, P., Fischhoff, B., & Lichtenstein, S. (1984). Perception and acceptability of risk from energy systems. Advances in environmental psychology, 3, 155-169.
Slovic, P. (1987). Perception of risk. Science, 236(4799), 280-285.
Smith JA, Harre R & Van Langenhove L (editors) (1995). Ideography and the case study. In Rethinking Psychology, pp.59–69. London: Sage Publications.
Smith, R., Curtin, P., & Newman, L. (1995, November). Kids in the “kitchen”: the social implications for schooling in the age of advanced computer technology. In Australian association for research in education annual conference (pp. 27-30).
Schie, E. G., & Wiegman, O. (1997). Children and videogames: Leisure activities, aggression, social integration, and school performance. Journal of applied social psychology, 27(13), 1175-1194.
Slovic, P., Finucane, M. L., Peters, E., & MacGregor, D. G. (2002). The affect heuristic. In T.Gilovich, D.Griffin, & D.Kahneman (Eds.), Heuristics and Biases: The Psychology of Intuitive Judgment (pp. 397–420). New York : Cambridge University Press.
Slovic, P., Finucane, M. L., Peters, E., & MacGregor, D. G. (2004). Risk as analysis and risk as feelings: Some thoughts about affect, reason, risk, and rationality. Risk analysis, 24(2), 311-322.
Sherry, J. L. (2007). Violent video games and aggression: Why can’t we find effects. Mass media effects research: Advances through meta-analysis, 12, 245-262.
Stephens, A. N., Koppel, S., Young, K. L., Chambers, R., & Hassed, C. (2018). Associations between self-reported mindfulness, driving anger and aggressive driving. Transportation Research Part F: Traffic Psychology and Behaviour, 56, 149-155.
Ulleberg, P., & Rundmo, T. (2003). Personality, attitudes and risk perception as predictors of risky driving behaviour among young drivers. Safety science, 41(5), 427-443.
Uhlmann, E., & Swanson, J. (2004). Exposure to violent video games increases automatic aggressiveness. Journal of adolescence, 27(1), 41-52.
Van Der Pligt, J. (1985). Public attitudes to nuclear energy: Salience and anxiety. Journal of Environmental Psychology, 5(1), 87-97.
von Collani, G., & Werner, R. (2005). Self-related and motivational constructs as determinants of aggression.: An analysis and validation of a German version of the Buss–Perry Aggression Questionnaire. Personality and Individual Differences, 38(7), 1631-1643.
Visschers, V. H., & Siegrist, M. (2013). How a nuclear power plant accident influences acceptance of nuclear power: Results of a longitudinal study before and after the Fukushima disaster. Risk analysis, 33(2), 333-347.
Vingilis, E., Yıldırım-Yenier, Z., Fischer, P., Wiesenthal, D. L., Wickens, C. M., Mann, R. E., & Seeley, J. (2016). Self-concept as a risky driver: mediating the relationship between racing video games and on-road driving violations in a community-based sample. Transportation research part F: traffic psychology and behaviour, 43, 15-23.
White, G. F. (1974). Natural hazard research: Concepts, methods, and policy implications. Natural Hazards: Local National Global, 3-16.
Watts, G. R., & Quimby, A. R. (1980). Aspects of Road Layout That Affect Drivers’ Perception and Risk Taking. TRL Report 920. Transport and Road Research Laboratory Limited, Crowthorne, England.
Weber, R., Ritterfeld, U., & Mathiak, K. (2006). Does playing violent video games induce aggression? Empirical evidence of a functional magnetic resonance imaging study. Media psychology, 8(1), 39-60.
West, G. L., Drisdelle, B. L., Konishi, K., Jackson, J., Jolicoeur, P., & Bohbot, V. D. (2015, June). Habitual action video game playing is associated with caudate nucleus-dependent navigational strategies. In Proc. R. Soc. B (Vol. 282, No. 1808, p. 20142952). The Royal Society.