參考文獻
一、中文文獻
[1] Csikzentmihalyi, M.著,陳秀絹譯(民87)。生命的新流:追求望我,專注的圓融生活。天下文化出版。
[2] Csikzentmihalyi, M.著,張定綺譯(民87)。快樂,從心出發。天下文化出版。
[3] DeMaria, R. & Wilson, J, L.著,蔣鏡良,李怡安譯(民93)。圖解電子遊戲史,增訂版。
[4] Sandel, M.著,樂為良譯(民100)。正義:一場思辨之旅。雅言文化。
[5] 吳明隆(民95)。SPSS統計應用學習實務。臺北:知城數位科技。
[6] 周松英(民98)。從休閒遊戲看思考風格對心流經驗的影響。國立交通大學理學院網路學習學程碩士論文。[7] 周文修與曾彥能(民100)。數位休閒遊戲愉悅性之評估與分析。數位休閒遊戲愉悅性之評估與分析。設計學研究期刊,第十四卷,第二期。
[8] 曹文力(民95)。在遊戲情境中以沉浸經驗探討玩興對創造力的影響。國立交通大學理學院網路學習學程碩士論文。二、英文文獻
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[14] Malone, T.W.,& Lepper, M.R., (1987). Making learning fun: a taxonomy of intrinsic motivations for learning. In: Snow, R.E., Farr, M.J. (Eds.), Aptitude, Learning, and Instruction: III. Conative and Affective Process Analysis (pp. 223-253). Hillsdale, NJ: Lawrence Erlbaum Associates.
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[19] Teats, M, J., Smith, G., & Fruin, N,W. (2010).Polymorph: Dynamic Difficulty Adjustment Through Level Generation. Proceeding of ACM,978-1-4503-0023-0.
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