参考文献
|
-
王紹蓉(2022)。探索行動直播平臺的社會支持因素:擬社會互動與遠距臨場感觀點。新聞學研究,150,45-95。
連結:
-
吳瑛惠,李國瑋,張宏吉(2017)。網路影音直播平台使用影響因素之研究:網路口碑與社群認同的整合性觀點。臺灣企業績效學刊,10(2),133-161。
連結:
-
呂季芳,賴詩婷,朱文靜(2022)。臉書直播主的互動模式與閱聽人收看行為之研究。管理資訊計算,11,1-12。
連結:
-
張家榮,陳美燕(2022)。職業運動新常態:新冠肺炎疫情下球迷觀賞行為。中華體育季刊,36(1),47-57。
連結:
-
葉志良(2015)。我國線上影音內容管制的再塑造:從 OTT 的發展談起。資訊社會研究,29,49-97。
連結:
-
賴明弘,張峻維(2016)。網路影音直播平台的使用者行為探討: 從知曉到持續使用。中科大學報,3(1),31-48。
連結:
-
駱碧蓮,施致平(2012)。中華職棒虛擬社群參與行為意圖模式之研究。體育學報,45(2),113-125。
連結:
-
Animesh, A.,Pinsonneault, A.,Yang, S. B.,Oh, W.(2011).An Odyssey into Virtual Worlds: Exploring the Impacts of Technological and Spatial Environments on Intention to Purchase Virtual Products.MIS Quarterly,35(3),789-810.
-
Calvo-Porral, C.,Faíña-Medín, A.,Nieto-Mengotti, M.(2017).Exploring technology satisfaction: An approach through the flow experience.Computers in Human Behavior,66,400-408.
-
Chang, C. J.,Hsu, B. C. Y.,Chen, M. Y.(2021).Viewing sports online during the COVID-19 pandemic: The antecedent effects of social presence on the technology acceptance model.Sustainability,14(1),341.
-
Chen, H.,Wigand, R. T.,Nilan, M. S.(1999).Optimal experience of Web activities.Computers in Human Behavior,15(5),585-608.
-
Chen, J.,Liao, J.(2022).Antecedents of Viewers’ Live Streaming Watching: A Perspective of Social Presence Theory.Frontiers in Psychology,13
-
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.
-
Choi, E. Y.(2022).The mediating role of interaction between watching motivation and flow of sports broadcasting in multi-channel network.SAGE Open,12(1),21582440211068513.
-
Chou, T. J.,Ting, C. C.(2003).The Role of Flow Experience in Cyber-Game Addiction.CyberPsychology & Behavior,6(6),663-675.
-
Csikszentmihalyi, M.(1990).Flow: The Psychology of Optimal Experience.
-
Csikzentmihalyi, M.(1975).Beyond boredom and anxiety.San Francisco:Jossey-Bass.
-
Davis, L.(2022).The adaptation of the live PDC darts event during the COVID-19 lockdown.Managing Sport and Leisure,27(3),247-253.
-
Donna, L.,Novak, H. T. P.(1997).A new marketing paradigm for electronic commerce.The information society,13(1),43-54.
-
Gantz, W.,Wang, Z.,Paul, B.,Potter, R. F.(2006).Sports versus all comers: Comparing TV sports fans with fans of other programming genres.Journal of Broadcasting & Electronic Media,50(1),95-118.
-
Ghani, J. A.,Deshpande, S. P.(1994).Task characteristics and the experience of optimal flow in human: Computer interaction.The Journal of Psychology,128(4),381-391.
-
Guo, Y. M.,Poole, M. S.(2009).Antecedents of flow in online shopping: a test of alternative models.Information Systems Journal,19(4),369-390.
-
Haridakis, P.,Hanson, G.(2009).Social interaction and co-viewing with YouTube: Blending mass communication reception and social connection.Journal of Broadcasting & Electronic Media,53(2),317-335.
-
Hoffman, D. L.,Novak, T. P.(1996).Marketing in hypermedia computer-mediated environments: Conceptual foundations.Journal of Marketing,60(3),50-68.
-
Hsu, C. L.,Lin, J. C. C.(2021).The effects of gratifications, flow and satisfaction on the usage of livestreaming services.Library Hi Tech
-
Hu, M.,Chaudhry, S. S.(2020).Enhancing consumer engagement in e-commerce live streaming via relational bonds.Internet Research,30(3),1019-1041.
-
Huang, T. L.,Liao, S. L.(2017).Creating e-shopping multisensory flow experience through augmented-reality interactive technology.Internet Research,27(2),449-475.
-
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.
-
Jackson, S. A.,Csikszentmihalyi, M.(1999).Flow in sports.Human Kinetics.
-
Jackson, S. A.,Ford, S. K.,Kimiecik, J. C.,Marsh, H. W.(1998).Psychological correlates of flow in sport.Journal of Sport and Exercise Psychology,20(4),358-378.
-
Kim, D.,Ko, Y. J.(2019).The impact of virtual reality (VR) technology on sport spectators' flow experience and satisfaction.Computers in Human Behavior,93,346-356.
-
Kim, H. S.,Kim, M.(2020).Viewing sports online together? Psychological consequences on social live streaming service usage.Sport Management Review,23(5),869-882.
-
Kim, T.,Biocca, F.(1997).Telepresence via television: Two dimensions of telepresence may have different connections to memory and persuasion.Journal of Computer Mediated Communication,3(2)
-
Leung, L.(2020).Exploring the relationship between smartphone activities, flow experience, and boredom in free time.Computers in Human Behavior,103,130-139.
-
Li, Y.,Guo, Y.(2021).Virtual gifting and danmaku: What motivates people to interact in game live streaming?.Telematics and Informatics,62,101624.
-
Li, Y.,Wang, C.,Liu, J.(2020).A Systematic Review of Literature on User Behavior in Video Game Live Streaming.International Journal of Environmental Research and Public Health,17(9),3328.
-
Lim, J. S.,Hwang, Y.,Kim, S.,Biocca, F. A.(2015).How social media engagement leads to sports channel loyalty: Mediating roles of social presence and channel commitment.Computers in Human Behavior,46,158-167.
-
Liu, H.,Tan, K. H.,Kumar, A.,Singh, S. K.,Chung, L.(2022).Value Co-creation in Sports Live Streaming Platforms: A Microfoundations Perspective.IEEE Transactions on Engineering Management,1-12.
-
Liu, H.,Tan, K. H.,Pawar, K.(2022).Predicting viewer gifting behavior in sports live streaming platforms: The impact of viewer perception and satisfaction.Journal of Business Research,144,599-613.
-
Liwei, L.(2012).Applications of computer virtual reality technology in modern sports.2012 Fourth International Symposium on Information Science and Engineering
-
Majumdar, B.,Naha, S.(2020).Live sport during the COVID-19 crisis: fans as creative broadcasters.Sport in Society,23(7),1091-1099.
-
Mannell, R. C.,Kleiber, D. A.(1997).A social psychology of leisure.Venture Publishing Inc.
-
Mastromartino, B.,Ross, W. J.,Wear, H.,Naraine, M. L.(2020).Thinking outside the ‘box’: a discussion of sports fans, teams, and the environment in the context of COVID-19.Sport in Society,23(11),1707-1723.
-
Mathwick, C.,Rigdon, E.(2004).Play, flow, and the online search experience.Journal of Consumer Research,31(2),324-332.
-
McLuhan, M.(1975).McLuhan's laws of the media.Technology and Culture,16(1),74-78.
-
Ming, J.,Jianqiu, Z.,Bilal, M.,Akram, U.,Fan, M.(2021).How social presence influences impulse buying behavior in live streaming commerce? The role of S-O-R theory.International Journal of Web Information Systems,17(4),300-320.
-
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.
-
Novak, T. P.,Hoffman, D. L.,Yung, Y. F.(1999).Measuring the flow construct in online environments: A structural modeling approach.Vanderbilt University.
-
Paek, B.,Morse, A.,Kim, M.,Jung, H.(2021).Sport consumer flow and shopping well-being in online shopping.International Journal of Sports Marketing and Sponsorship,22(4),721-736.
-
Park, S. H.,Mahony, D.,Kim, Y. K.(2011).The role of sport fan curiosity: A new conceptual approach to the understanding of sport fan behavior.Journal of Sport Management,25(1),46-56.
-
Pelet, J. É.,Ettis, S.,Cowart, K.(2017).Optimal experience of flow enhanced by telepresence: Evidence from social media use.Information & Management,54(1),115-128.
-
Pettey, G.,Bracken, C. C.,Rubenking, B.,Buncher, M.,Gress, E.(2010).Telepresence, soundscapes and technological expectation: putting the observer into the equation.Virtual Reality,14(1),15-25.
-
Pires, K.,Simon, G.(2015).YouTube live and Twitch: A tour of user-generated live streaming systems.Proceedings of the 6th ACM Multimedia Systems Conference,Portland, Oregon:
-
Rettie, R.(2001).An exploration of flow during Internet use.Internet Research,11(2),103-113.
-
Shin, D.(2018).Empathy and embodied experience in virtual environment: To what extent can virtual reality stimulate empathy and embodied experience?.Computers in Human Behavior,78,64-73.
-
Shin, D.(2019).How does immersion work in augmented reality games? A user-centric view of immersion and engagement.Information, Communication & Society,22(9),1212-1229.
-
Steuer, J.,Biocca, F.,Levy, M. R.(1995).Defining virtual reality: Dimensions determining telepresence.Communication in the Age of Virtual Reality,33,37-39.
-
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.
-
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.
-
Zhang, M.,Liu, Y.,Wang, Y.,Zhao, L.(2022).How to retain customers: Understanding the role of trust in live streaming commerce with a socio-technical perspective.Computers in Human Behavior,127,107052.
-
Zimmer, F.,Scheibe, K.,Stock, W. G.(2018).A model for information behavior research on social live streaming services (SLSSs).Social computing and social media. technologies and analytics. SCSM 2018
-
方立安(2017)。國立臺灣大學。
-
王伶云(2020)。國立臺北科技大學。
-
李冠霆(2019)。國立體育大學。
-
馬瑞璿 (2021 年 7 月 16 日)。東京奧運轉播技術華麗大升級 4K、VR 成為今年焦點。今週刊。https://www.businesstoday.com.tw/article/category/183027/post/202107160019/
-
張淑禎(2021)。國立高雄科技大學。
-
莫季雍(2003)。運動、傳播媒體與產業。運動管理,4,4-15。
-
許靖胤(2020)。國立體育大學。
-
陳大任 (2021 年 7 月 19 日)。東京奧運中華電信推 4K 頻道 VR 轉播。中國時報。https://www.chinatimes.com/newspapers/20210719000586-260113?chdtv
-
陳佑好(2016)。國立體育大學。
-
陳堯棋(2018)。國立交通大學。
-
楊雅婷(2018)。國立政治大學。
-
廖家儀(2021)。國立政治大學。
-
鄭紹成,高于歡(2022)。您寂寞嗎?新冠肺炎期間職棒球迷與非球迷之寂寞、疏離感和主觀幸福感關係研究。旅遊健康學刊,21(1),25-38。
-
賴禹心,鄭宇庭,蘇志雄(2020)。使用 OTT 影音平台的關鍵因素與行為模式-以YouTube 為例。中華資料採礦協會,15(5),21-43。
-
龍裕鴻,蕭蘋,陳志賢(2016)。國立中山大學。
-
蘇冠諺(2016)。國立中正大學。
-
體育中心 (2020 年 10 月 27 日)。虛擬技術再升級!聯盟盼球迷體驗更真實。自由時報。https://sports.ltn.com.tw/news/breakingnews/3333137
|