AlMarshedi, A., Wills, G. B., Wanick, V., & Ranchhod, A. (2015). SGI: A framework for increasing the sustainability of gamification impact. International Journal of Infonomics, 8(6), 1044-1052.
Aparicio, A. F., Vela, F. L. G., Sánchez, J. L. G., & Montes, J. L. I. (2012, October). Analysis and application of gamification. In Proceedings of the 13th International Conference on Interacción Persona-Ordenador (p. 17). New York, NY: ACM.
Bernhaupt, R. (2010). User experience evaluation in games: Concepts and methods. Heidelberg, Germany : Springer,
Bizzocchi, J., Ben Lin, M. A., & Tanenbaum, J. (2011). Games, narrative and the design of interface. Int. J. Arts Technol., 4(4), 460–479.
Blohm, I., & Leimeister, J. M. (2013). Design of IT-based enhancing services for motivational support and behavioral change. Business & Information Systems Engineering, 5(4), 275-278.
Bostan, B., Kaplancali, U., Cad, K. & Yerlesimi, A. (2009). Explorations in player motivations: Game mechanics, in Proceeding of GAMEON 2009 (pp. 5-11). Dussldorf, Germany.
Broekhuizen, T., & Hoffmann, A. (2012). Interactivity perceptions and online newspaper preference. Journal of Interactive Advertising, 12(2), 29-43.
Brühlmann, F., Mekler, E., & Opwis, K. (2013). Gamification from the perspective of self-determination theory and flow. Available from: http://www.mmibasel.ch/download/pictures/49/2obmh41rssr9ewdrerewjdgibsxhql/fbruehlmann_bachelorthesis_final.pdf.
Carlson, J., & O’Cass, A. (2011). Creating commercially compelling website-service encounters: An examination of the effect of website-service interface performance components on flow experiences. Electronic Markets, 21(4), 237-253.
Chen, H. (2006). Flow on the net–detecting Web users’ positive affects and their flow states. Computers in human behavior, 22(2), 221-233.
Chin, W. W., & Gopal, A. (1995). Adoption intention in GSS: Relative importance of beliefs. ACM SigMIS Database, 26(2-3), 42-64.
Clarke, I., & Flaherty, T. (2003). Mobile portals: The development of m-commerce gateways. Mobile commerce: Technology, theory, and applications (pp. 185-201). Hershey, PA: IGI Global.
Csikszentmihalyi, M. (1975). Beyond boredom and anxiety. San Francisco, CA: Jossey-Bass.
Csikszentmihalyi, M., & LeFevre, J. (1989). Optimal experience in work and leisure. Journal of Personality and Social Psychology, 56(5), 815-822.
Cyr, D., Head, M., & Ivanov, A. (2009). Perceived interactivity leading to e-loyalty: Development of a model for cognitive–affective user responses. International Journal of Human-computer studies, 67(10), 850-869.
Deterding, S., Dixon, D., Khaled, R., & Nacke, L. (2011, September). From game design elements to gamefulness: defining gamification. In Proceedings of the 15th International Academic MindTrek Conference: Envisioning Future Media Environments (pp. 9-15). New York, NY: ACM.
Deterding, S. (2012). Gamification: Designing for motivation. Interactions, 19(4), 14-17.
Deterding, S., Sicart, M., Nacke, L., O’Hara, K., and
Dixon, D. (2011). Gamification. using game-design elements in non-gaming contexts. In Proceeding of CHI EA ’11 (pp. 2425-2428). New York, NY: ACM.
Ding, D. X., Hu, P. J. H., Verma, R., & Wardell, D. G. (2010). The impact of service system design and flow experience on customer satisfaction in online financial services. Journal of Service Research, 13(1), 96-110
Dube-Rioux, L., Schmitt, B.H., & Leclerc, F. (1989) Consumers' reaction to waiting: When delays affect the perception of service quality. Advances in Consumer Research, 16(2), 112-125.
Garfield, C. A., & Bennett, H. Z. (1984). Peak performance: Mental training techniques of the world's greatest athletes. Los Angeles, CA: JP Tarcher.
Garris, R., Ahlers, R., & Driskell, J. E. (2002). Games, motivation, and learning: A research and practice model. Simulation & Gaming, 33(4), 441-467.
Gefen, D., Karahanna, E. & Straub, D.W. (2003) Trust and TAM in online shopping: An integrated model. MIS Quar- terly, 27, 51-90.
Gummerus, J., & Pihlström, M. (2011). Context and mobile services' value-in-use. Journal of Retailing and Consumer Services, 18(6), 521-533.
Hamari, J., & Koivisto, J. (2015). Why do people use gamification services?.International Journal of Information Management, 35(4), 419-431.
Heeter, C. (2000). Interactivity in the context of designed experiences. Journal of Interactive Advertising, 1(1), 3-14.
Heintz, S. (2012). Evaluating Design Elements for Digital Educational Games on Programming : A Pilot Study. In Proceeding of BCS-HCI ’12, 245–250. New York, NY: ACM.
Hoffman, D. L., & Novak, T. P. (1996). Marketing in hypermedia computer-mediated environments: conceptual foundations. The Journal of Marketing, 60(3), 50-68.
Huotari, K., & Hamari, J. (2011). Gamification from the perspective of service marketing. In Proceeding of CHI 2011 Workshop Gamification. New York, NY: ACM.
Huotari, K., & Hamari, J. (2012). Defining gamification: A service marketing perspective. In Proceeding of the 16th International Academic MindTrek Conference (pp. 17-22). New York, NY: ACM.
Jung, J., Schneider, C., & Valacich, J. (2010). Enhancing the motivational affordance of information systems: The effects of real-time performance feedback and goal setting in group collaboration environments. Management Science, 56(4), 724–742.
Julius, K., & Salo, J. (2013). Designing gamification. Available from: http://herkules.oulu.fi/thesis/nbnfioulu-201306061526.pdf
Juul, J. (2005). Half-real: Video games between real rules and fictional worlds. Cambridge, MA: MIT press.
Kappen, D. L., & Nacke, L. E. (2013). The kaleidoscope of effective gamification: deconstructing gamification in business applications. In Proceedings of the First International Conference on Gameful Design, Research, and Applications (pp. 119-122). New York, NY: ACM.
Kleijnen, M., De Ruyter, K., & Wetzels, M. (2007). An assessment of value creation in mobile service delivery and the moderating role of time consciousness. Journal of Retailing, 83(1), 33-46.
Kim, S. J., Wang, R. J. H., & Malthouse, E. C. (2015). The Effects of Adopting and Using a Brand's Mobile Application on Customers' Subsequent Purchase Behavior. Journal of Interactive Marketing, 31, 28-41.
Kimes, S. E. (2008). The role of technology in restaurant revenue management.Cornell Hospitality Quarterly, 49(3), 297-309.
Kim, Y. H., Kim, D. J., & Wachter, K. (2013). A study of mobile user engagement (MoEN): Engagement motivations, perceived value, satisfaction, and continued engagement intention. Decision Support Systems, 56, 361-370.
Kotler, P. (1994). Marketing management (8th Ed.). Englewood Chiffs. New Jersey:
Prentice Hall.
Krippendorff, K. (2004). Intrinsic motivation and human-centered design. Theor. Issues Ergon. Sci., 5, 43–72.
Langerak, F., Verhoef, P. C., Verlegh, P. W., & De Valck, K. (2004). Satisfaction and participation in virtual communities. ADVANCES IN CONSUMER RESEARCH, VOLUME XXXI, 31, 56-57.
Liu, Y. (2003). Developing a Scale to Measure the Interactivity of Websites.JOURNAL OF ADVERTISING RESEARCH.
Hung, C. L., Chou, J. C. L., & Ding, C. M. (2012). Enhancing Mobile Satisfaction through Integration of Usability and Flow. Engineering Management Research, 1(1), p44.
Hsu, L., & Lu, P. H. (2004). Why do people play on-line games? An extended TAM with social influences and flow experience. Inf. Manag., 41(7), 853–868.
Mallat, N., Rossi, M., Tuunainen, V. K., & Öörni, A. (2008). An empirical investigation of mobile ticketing service adoption in public transportation. Personal and Ubiquitous Computing, 12(1), 57-65.
McGonigal, J. (2011) Reality is broken. Why games make us better and how they can change the world. New York, NY: Pinguin Press.
McMillan, S. J., & Hwang, J.-S. (2002). Measures of perceived interactivity: An exploration of the role of direction of communication, user control, and time in shaping perceptions of interactivity. Journal of Advertising, 31(3), 29-42.
Miranda, M. J. (2009). Engaging the purchase motivations to charm shoppers. Marketing Intelligence & Planning, 27(1), 127-145.
Newhagen, J. E., Cordes, J. W., & Levy, M. R. (1995). Nightly@ nbc. com: Audience scope and the perception of interactivity in viewer mail on the Internet. Journal of communication, 45(3), 164-175.
Nicholson, S. (2012). A user-centered theoretical framework for meaningful gamification a brief introduction to gamification organismic integration theory situational relevance and situated motivational affordance. In Proceedings of Games +Learning+Society 8.0. Madison, WI: ETC Press.
Nielsen, J., & Molich, R. (1990). Heuristic evaluation of user interfaces. In Proceedings of CHI 1990 (pp. 249–256). New York, NY: ACM
Novak, T. P., Hoffman, D. L., & Duhachek, A. (2003). The influence of goal-directed and experiential activities on online flow experiences. Journal of consumer psychology, 13(1), 3-16.
Novak, T. P., Hoffman, D. L., & Yung, Y. F. (2000). Measuring the customer experience in online environments: A structural modeling approach. Marketing science, 19(1), 22-42.
Nysveen, H., Pedersen, P. E., Thorbjrnsen, H., & Berthon, P. (2005). Mobilizing the brand the effects of mobile services on brand relationships and main channel use. Journal of Service Research, 7(3), 257-276.
Nysveen, H., Pedersen, P. E., & Thorbjrnsen, H. (2005). Intentions to use mobile services: antecedents and cross-service comparisons. Journal of the Academy of Marketing Science, 33(3), 330-346.
Okazaki, S., & Mendez, F. (2013). Perceived ubiquity in mobile services. Journal of Interactive Marketing. 27 (2), 98-111.
Oliver, R. L. (1980). A cognitive model of the antecedents and consequences of satisfaction decisions. Journal of marketing research,17(4), 460-469.
Oliver, R. L. (1981). Measurement and evaluation of satisfaction processes in retail settings. Journal of retailing, 57(3), 25-48.
Park, C. (2004). Efficient or enjoyable? Consumer values of eating-out and fast food restaurant consumption in Korea. International Journal of Hospitality Management, 23(1), 87-94.
Parkan, C. (1987). Simulation of a fast-food operation where dissatisfied customers renege. The Journal of the Operational Research Society, 38(2), 137-148.
Petkov, P., Köbler, F., Foth, M., Medland, R. C., & Kr- cmar, H. (2011) Engaging energy saving through motivation-specific social comparison. In Proceeding of CHI’ 11 Conference on Human Factors in Computing Systems (pp 1–6). New York, NY: ACM
Pink, D. (2009). Drive: The surprising truth about what motivates us. New York, NY : Riverhead Hardcover.
Power, M. E. (1992). Top-down and bottom-up forces in food webs: Do plants have primacy. Ecology, 73(3), 733-746.
Przybylski, A. K., Rigby, C. S., & Ryan, R. M. (2010). A motivational model of video game engagement. Review of General Psychology, 14(2), 154-166.
Renner, B., Sproesser, G., Strohbach, S., & Schupp, H. T. (2012). Why we eat what we eat. The eating motivation survey (TEMS). Appetite, 59(1), 117-128.
Ryu, K., Han, H., & Jang, S. (2010). Relationships among hedonic and utilitarian values, satisfaction and behavioral intentions in the fast-casual restaurant industry. International Journal of Contemporary Hospitality Management, 22(3), 416-432.
Santhanam, R., & Liu, D. (2014). Towards meaningful engagement: Gamification designs for gameful interaction with information systems. Available at SSRN 2521283.
Shankar, V., & Balasubramanian, S. (2009). Mobile marketing: a synthesis and prognosis. Journal of Interactive Marketing, 23(2), 118-129.
Shingles, R. D. (1981). Black consciousness and political participation: The missing link. American Political Science Review, 75(01), 76-91.
Skadberg, Y. X., & Kimmel, J. R. (2004). Visitors’ flow experience while browsing a Web site: Its measurement, contributing factors and consequences.Computers in human behavior 20(3), 403-422.
Song, J. H., & Zinkhan, G. M. (2008). Determinants of perceived web site interactivity. Journal of Marketing, 72(2), 99-113.
Trevino, L. K., & Webster, J. (1992). Flow in computer-mediated communication electronic mail and voice mail evaluation and impacts. Communication research, 19(5), 539-573.
Vargo, S. L., & Lusch, R. F. (2004). Evolving to a new dominant logic for marketing. Journal of marketing, 1-17.
Venkatesh, V., & Brown, S. A. (2001). A longitudinal investigation of personal computers in homes: adoption determinants and emerging challenges. MIS quarterly, 25(1), 71-102.
Wang, L. C., Baker, J., Wagner, J. A., & Wakefield, K. (2007). Can a retail web site be social. Journal of marketing, 71(3), 143-157.
Wang, Y. S., Lin, H. H., & Luarn, P. (2006). Predicting consumer intention to use mobile service. Information systems journal, 16(2), 157-179.
Wang, B., Kim, S., & Malthouse, E. C. (2016). Branded apps and mobile platforms as new tools for advertising. In The New Advertising: Branding, Content, and Consumer Relationships in the Data-driven Social Media Era. ABC-CLIO Santa Barbara, CA.
Werbach, K., & Hunter, D. (2012). For the win: How game thinking can revolutionize your business. Wharton Digital Press.
Westbrook, R. A. (1980). A rating scale for measuring product / service satisfaction. Journal of Marketing, 44(4), 68-72.
Webster, J., Trevino, L. K., & Ryan, L. (1994). The dimensionality and correlates of flow in human-computer interactions. Computers in human behavior, 9(4), 411-426.
Wu, G. (2006). Conceptualizing and measuring the perceived interactivity of websites. Journal of Current Issues and Research in Advertising, 28(1), 87-104.
Yoo, W. S., Lee, Y., & Park, J. (2010). The role of interactivity in e-tailing: Creating value and increasing satisfaction. Journal of Retailing and Consumer Services, 17(2), 89-96.
Zhang, P. (2008). Technical opinion: Motivational affordances: reasons for ict design and use. Commun. ACM, 51(11), 145–147.
Zhao, L., & Lu, Y. (2012). Enhancing perceived interactivity through network externalities: An empirical study on micro-blogging service satisfaction and continuance intention. Decision Support Systems, 53(4), 825-834.
Zhou, T., & Lu, Y. (2011). Examining mobile instant messaging user loyalty from the perspectives of network externalities and flow experience. Computers in Human Behavior, 27(2) 883-889
Zichermann, G., & Cunningham, C. (2011). Gamification by design: Implementing game mechanics in web and mobile apps. Sebastopol, CA: O'Reilly Media, Inc.
Zichermann, G., & Linder, J. (2010) Game-based marketing: Inspire customer loyalty through rewards, challenges, and contests. Hoboken, NJ: Wiley.
徐仁全 (2007, June)。吃出競爭力,全民打造食尚王國。遠見雜誌,(252), 222-293。
姜淳方、李昀修. (2012)。台灣連鎖速食餐廳屬性,享樂及功利價值、行為意圖關係之研究—以台灣 Y 世代消費者為例。行銷科學學報,8(1), 77-95.宋同正 (2014)。 序–服務設計的本質內涵和流程工具。 設計學報 (Journal of Design), 19(2) 。
黃鵬飛譯(2008)。服務行銷。(原著作: Zeithaml, V.A., Bitner, M.J., & Gremler, D.D.),
美商麥格羅.希爾,四版。台北市:華泰文化。
王明堂 (2007)。問卷法。於管倖生、阮綠茵、王明堂、王藍亭、李佩玲、高新發等編著,
設計研究方法,三版 ,177-198 頁。台北:全華。
阮綠茵 (2007)。觀察法。於管倖生、阮綠茵、王明堂、王藍亭、李佩玲、高新發等編著,
設計研究方法,三版,103-124 頁。台北:全華。
阮綠茵 (2007)。訪談法。於管倖生、阮綠茵、王明堂、王藍亭、李佩玲、高新發等編著,
設計研究方法,三版 ,125-148 頁。台北:全華。
周雅容 (1997)。 焦點團體法在調查研究上的應用。調查研究-方法與應用,(3),51-73.王雲東 (2007)。社會研究方法-量化與質性取向及其應用。台北:威仕曼文化。
郭辰嘉 (2007)。焦點團體法。 設計研究方法,三版, 239-248.
張紹勳 (2005)。研究方法,第三版。台中:滄海。
Cook, D. (2008, March 26)."What are game mechanics?", from the Lostgarden. Com Web: http://lostgarden.com/2006/10/what-are-game-mechanics.html.
Hosh, Dave (2014), “App Retention Improves — Apps Used Only Once Declines to 20%,” from http://info.localytics.com/blog/app-retention-improves (June 11).
Gartner (2012). Gamification: Engagement Strategies for Business and IT, from Gartner.com
Nielsen, J. (1995). How to conduct a heuristic evaluation. Retrieved June 3, 2014, from http://www.nngroup.com/articles/how-to-conduct-a-heuristic-evaluation/
SmartBear (2014), “2014 State of Mobile,” from http://www2.smartbear.com/rs/smartbear/images/SmartBear-2014-Software-Industry-Survey-Testing.pdf.
陳曉莉 (2015/06/15) Ericssen:2020全球7成人口使用智慧型手機 2015。取自 http://www.ithome.com.tw/news/96506
資策會(2014) http://www.iii.org.tw/m/News-more.aspx?id=1475
徐仁全(2007)。外食人口大調查。《遠見雜誌》第 252 期。2013 年 12 月 6 日,取自 http://www.gvm.com.tw/Boardcontent_13117.html
經濟部國際貿易局 (2013),取自 http://www.taiwanhoreca.com.tw/zh_TW/industry/news/info.html?id=BEB278F120789AF0
經濟統計處 (2015),取自 https://www.moea.gov.tw/Mns/dos/bulletin/Bulletin.aspx?kind=20&html=1&menu_id=10198&bull_id=2261