一、中文參考文獻
Bison(2017.12.12)。〈2017超會玩!Yahoo奇摩公佈十大熱搜排行榜〉,《Yahoo奇摩新聞》。上網日期:2017年12月12日,取自 https://tw.news.yahoo.com/2017%E8%B6%85%E6%9C%83%E7%8E%A9-yahoo%E5%A5%87%E6%91%A9%E5%85%AC%E4%BD%88%E5%8D%81%E5%A4%A7%E7%86%B1%E6%90%9C%E6%8E%92%E8%A1%8C%E6%A6%9C-071700060.html
小治(2018年7月24日)。還給遊戲一個公道,遊戲帶來的學習成果可能比課堂效果還要好《T客邦》。取自 https://www.techbang.com/posts/59717-game-is-learning-learning-is-game-basic-concept-towards-game-type-digital-learning
王竣平(2011)。《三國人物形象的新塑造:從文字文本到電玩文本的討論》,國立暨南大學歷史學系碩士論文。石安伶、李政忠(2014)。〈雙重消費、多重愉悅:小說改編電影之互文/互媒愉悅經驗〉。《新聞學研究》,118,1-53。
江天健(1998)。〈歷史教學與電腦模擬遊戲〉。《社會科教育學報》,1,53-72。
江天健(1999)。〈電腦光碟軟體與歷史學習環境--以美國發展經驗為例〉。《教學科技與媒體》,44,36-46。
李易鴻(2016)。2016台灣遊戲市場白皮書。臺北市:財團法人資訊工業策進會產業情報研究所。
何虹毅(2007)。《WeAreSuperstars:音樂體感遊戲的地景、社群與閱聽人愉悅》,國立中正大學電訊傳播研究所碩士論文。吳俊緯(2014)。《從線上遊戲《英雄聯盟》看玩家愉悅的產生─以大學生族群為例》,世新大學廣播電視電影學研究所碩士論文。吳思霈(2011)。《兒童線上遊戲之愉悅經驗研究:以摩爾莊園為例》,世新大學公共關係暨廣告學研究所碩士論文。范慧宜(2016)。2016台灣遊戲產業發展趨勢及商機。臺北市:財團法人商業發展研究院。
周文修、曾彥能(2011)。〈數位休閒遊戲愉悅性之評估與分析〉。《設計學研究》,2,48-82。
周邵芳(2017)。《電玩遊戲玩家跨媒介消費行為探討--以魔獸世界改編電影為例》,國立中正大學電訊傳播研究所碩士論文。
周樑楷(2006)。〈歷史意識是種思維的方法〉。《思想》,2,125-162。
林賢才、邱文靖(2015)。〈APP遊戲使用者愉悅性要素之分析與探討〉。《慈惠學報》,11,104-119。
孫天虹(2006)。《史學與電子遊戲結合的嘗試:以魏晉士人家族際遇的歷史情境模擬遊戲為例》,東吳大學歷史學系碩士論文。張日竣(2010年1月)。〈你也可以改變歷史——論光榮(KOEI)公司遊戲的文化移植與文化想像〉。《2010年文化研究學會年會》發表之論文,國立成功大學文學院。
張玉佩(2009)。〈遊戲、人生:從線上遊戲玩家探討網路世界與日常生活的結合〉。《新聞學研究》,98,1-45。
張玉佩(2011)。〈線上遊戲之閱聽人愉悅經驗探索〉。《中華傳播學刊》,19,61-95。
張智涵(2015)。〈從二次元跨越到三次元:淺談日本動漫與電玩改編電影面臨的挫敗與困境〉。《第四屆御宅文化學術研討會》發表之論文,國立交通大學電子資訊中心國際會議廳。
郭宗南(2013)。〈從劉知幾《史通》論史家三長〉。《育達科大學報》,36,121-141。
陳向明(2002)。《社會科學質的研究》,台北:五南。
陳柏豪(2009)。《歷史策略模擬遊戲對玩家歷史學習之影響—以三國志為例》,國立臺北教育大學教育傳播與科技研究所碩士論文。陳靜瑩(2010年4月)。〈史學與遊戲結合之研究:以國產遊戲-「軒轅劍參:雲和山的彼端」為例〉。《2010電腦與網路科技在教育上的應用研討會》發表之論文,新竹。
陳鐘誠(2013年12月)。歷史短訊:電玩遊戲的歷史。程式人雜誌,12。取自 http://programmermagazine.github.io/201312/htm/home.html
黃秋碧(1998)。《漫畫閱讀之遊戲、快感經驗與社會實踐》,世新大學傳播研究所碩士論文。趙建歡(2015)。《從數位遊戲改編談跨媒體敘事》(碩士論文),國立交通大學傳播研究所碩士論文。蔡宗諺(2014)。《歷史電玩與歷史學習》,國立成功大學歷史學系碩士論文。蔣鏡明、李宜安(譯)(2003)。《圖解電子遊戲史》(原作者:R. DeMaria&J.L.Wilson)。臺北市:麥格羅希爾。(原作出版年:2002)
二、英文參考文獻
Ang, I. (1985). Watching Dallas: Soap Opera and the Melodramatic Imagination (1st ed.). London: Methuen.
Axelrod, M. (1996). Once Upon a Time in Hollywood; or, The Commodification of Form in the Adaptation Of Fictional Texts to the Hollywood Cinema. Literature/Film Quarterly, 24(2), 201-208.
Barnes, J. (1998). England, England. London: Picador.
Bryant, J.,&Miron, D.(2002)Entertainment as media effect. In J. Bryant & D. Zillmann (Eds.), LEA's communication series. Media effects: Advances in theory and research (pp. 549-582). Hillsdale, NJ, US: Lawrence Erlbaum Associates, Inc.
Csikszentmihalyi, M. (2002). Flow: The Psychology of Happiness. London: Ebury Publishing.
Davidson, R. (2003). Seven sins in the study of emotion: Correctives from affective neuroscience. Brain And Cognition, 52(1), 129-132.
Elliot, A., & Thrash, T. (2002). Approach-avoidance motivation in personality: Approach and avoidance temperaments and goals. Journal Of Personality And Social Psychology, 82(5), 804-818.
Grodal, T. (2000). Video games and the pleasures of control. In D. Zillmann & P. Vorderer (Eds.), LEA's communication series. Media entertainment: The psychology of its appeal (pp. 197-213). Mahwah, NJ, US: Lawrence Erlbaum Associates Publishers.
Henning, B., & Vorderer, P. (2001). Psychological Escapism: Predicting the Amount of Television Viewing by Need for Cognition. Journal Of Communication, 51(1), 100-120.
Horton, D., & Richard Wohl, R. (1956). Mass Communication and Para-Social Interaction. Psychiatry, 19(3), 215-229. doi: 10.1080/00332747.1956.11023049
Hutcheon, L. (2006). A Theory of Adaptation (1st ed.). London: Routledge.
Jeng, S., & Teng, C. (2008). Personality and motivations for playing online games. Social Behavior And Personality: An International Journal, 36(8), 1053-1060.
Katz, E., & Foulkes, D. (1962). On the Use of the Mass Media as "Escape": Clarification of a Concept. The Public Opinion Quarterly, 26(3), 377-388. Retrieved from http://www.jstor.org/stable/2747226
Klimmt, C. (2003). Level up : Digital Games Research Conference. In Level up : Digital Games Research Conference (pp. 246-257). Utrecht: Faculty of Arts, Utrecht University.
Klimmt, C., & Hartmann, T. (2006). Effectance, Self-Efficacy, and the Motivation to Play Video Games. In P. Vorderer & J. Bryant (Eds.), Playing video games: Motives, responses, and consequences (pp. 133-145). Mahwah, NJ, US: Lawrence Erlbaum Associates Publishers.
Klimmt, C., & Vorderer, P. (2007). Interactive Media. In J. Arnett, Encyclopedia of Children, Adolescents, and the Media (1st ed., pp. 417-419). London: SAGE Publications.
Klimmt, C., Blake, C., Hefner, D., Vorderer, P., & Roth, C. (2009). Player Performance, Satisfaction, and Video Game Enjoyment. Lecture Notes In Computer Science, 1-12.
Klimmt, C., Hartmann, T., & Frey, A. (2007). Effectance and Control as Determinants of Video Game Enjoyment. Cyberpsychology & Behavior, 10(6), 845-848.
Leavitt, J., & Christenfeld, N. (2011). Story Spoilers Don’t Spoil Stories. Psychological Science, 22(9), 1152-1154.
Maccoby, E. E. & Maccoby, N. (1954). The interview: A tool of social science. In G. Lindzey (Ed.), Handbook of social science (pp. 449-487). Mass: Addison-Wesliy.
Marciniak, M. (2007). The appeal of literature-to-film adaptations. Lingua ac Communitas, 17, 59-67.
Mares, M., & Cantor, J. (1992). Elderly Viewers' Responses to Televised Portrayals of Old Age. Communication Research, 19(4), 459-478.
Mayer, J., & Gaschke, Y. (1988). The experience and meta-experience of mood. Journal Of Personality And Social Psychology, 55(1), 102-111.
McNally, T. (2002, September 1). An operatic mission: Freshen the familiar. New York Times. Retrieved from https://www.nytimes.com/2002/09/01/theater/music-an-operatic-mission-freshen-the-familiar.html
Monge, P. (1977). The systems perspective as a theoretical basis for the study of human communication. Communication Quarterly, 25(1), 19-29.
Nathanson, A. (2003). Rethinking Empathy. In J. Bryant, D. Roskos-Ewoldsen & J. Cantor, Communication and Emotion : Essays in Honor of Dolf Zillmann (1st ed., pp. 107-130). New York: Routledge.
Neuman, W.L. (1997). Social Research Methods: Qualitative and Quantitative Approaches .Boston, MA: Allyn and Bacon.
Newzoo (2015).2015 Global Esports Market Report. Retrieved fromhttps://newzoo.com/
Newzoo (2018).2018 Global Esports Market Report. Retrieved fromhttps://newzoo.com/
Nudd, D. M. (2001). The pleasure of intertextuality: Read Jane Eyre television and film adaptations. In R. J. Dunn (Ed.), Jane Eyre: An authoritative text, contexts, criticism (pp. 522-529). New York, NY: Norton.
Phillips, C., Rolls, S., Rouse, A., & Griffiths, M. (1995). Home video game playing in schoolchildren: a study of incidence and patterns of play. Journal Of Adolescence, 18(6), 687-691.
Raney, A. (2003). Disposition-Based Theories of Enjoyment. In J. Bryant, D. R. Roskos-Ewoldsen & J. Cantor, Communication and Emotion : Essays in Honor of Dolf Zillmann (1st ed., pp. 61-84). New York: Routledge.
Rosenbaum, P., & Rubin, D. (1983). The central role of the propensity score in observational studies for causal effects. Biometrika, 70(1), 41-55.
Selnow, G. (1984). Playing Videogames: The Electronic Friend. Journal Of Communication, 34(2), 148-156. doi: 10.1111/j.1460-2466.1984.tb02166.x
Sherry, J. (2004). Flow and Media Enjoyment. Communication Theory, 14(4), 328-347.
Sherry, J., Greenberg, B., Lucas, K., & Lachlan, K. (2006). Video game uses and gratifications as predictors of use and game preference. International Journal Of Sports Marketing And Sponsorship, (8), 213-224.
Stephenson, W. (1988). The play theory of mass communication. New Brunswick: Transaction Books.
Sweetser, P., & Wyeth, P. (2005). GameFlow. Computers In Entertainment, 3(3), 3.
Vorderer, P., Hartmann, T., & Klimmt, C. (2003). Explaining the enjoyment of playing video games: The role of competition. In Entertainment computing (pp. 1-9). Pittsburgh: Carnegie Mellon University Pittsburgh.
Vorderer, P., Klimmt, C., & Ritterfeld, U. (2004). Enjoyment: At the Heart of Media Entertainment. Communication Theory, 14(4), 388-408.
Vorderer, P., Knobloch, S., & Schramm, H. (2001). Does Entertainment Suffer From Interactivity? The Impact of Watching an Interactive TV Movie on Viewers' Experience of Entertainment. Media Psychology, 3(4), 343-363.
Weiner, B. (1985). An attributional theory of achievement motivation and emotion. Psychological Review, 92(4), 548-573.
Wigand, R., Borstelmann, S., & Boster, F. (1986). Electronic Leisure: Video Game Usage and the Communication Climate of Video Arcades. Annals Of The International Communication Association, 9(1), 275-293.
Zillmann, D. (1988). Mood management: Using entertainment to full advantage. In L. Donohew, H. E. Sypher, & E. T. Higgins (Eds.), Communication. Communication, social cognition, and affect (pp. 147-171). Hillsdale, NJ, US: Lawrence Erlbaum Associates, Inc.
Zillmann, D., & Bryant, J. (1994). Entertainment as media effect. In J. Bryant & D. Zillmann (Eds.), LEA's communication series. Media effects: Advances in theory and research (pp. 437-461). Hillsdale, NJ, US: Lawrence Erlbaum Associates, Inc.