中文部分
林俊良(2012)。國小學童從事Wii與XBOX-360 KINECT運動型遊戲之科技接受模式差異研究。大葉大學管理學院碩士在職專班。彰化縣。唐國豪(2003)。人機互動: 人與機器的對話。科學發展,368,18-23。
洪國勳(2003)。線上遊戲式學習系統之建置─以科技學習為例。臺灣師範大學工業科技教育研究所碩士論文。台北市。呂政勳(2010)。教師遊戲經驗與玩家認同對數位遊戲管教態度之探討。國立交通大學理學院科技與數位學習學程碩士論文。新竹市。許維哲(2006)。數位遊戲使用者介面設計研究─以行動裝置為例。國立台北教育大學玩具與遊戲設計研究所碩士論文。台北市。楊亦婷(2006)。數位行動遊戲人機介面使用性之探討-以PDA 遊戲為例。銘傳大學設計創作研究所碩士論文。台北市。洪家祐(2008)。遊戲情境中之自我效能與自我調節對心流經驗的影響。國立交通大學理學院網路學習學程碩士論文。新竹市。陳立先(2009)。玩性透過自我調節對心流狀態的影響─ 以休閒遊戲為平台。國立交通大學理學院網路學習學程碩士論文。新竹市。巫博瀚(2005) 。以結構方程模式檢驗自我調整學習對國中生學習成就之影響。國立台灣科技大學技術及職業教育研究所。台北市。
Peggy(2010)。使用者介面沿革:從CLI、GUI到NUI 。智慧生活科技。 民101年四月, 取自:http://blog.uns.org.tw/node/211
中文書籍
經濟部工業局(2006)。台灣數位內容產業白皮書。台北:經濟部工業局。
葉勁峰、張承廣與吳家維(2003)。DirectX9遊戲開發實務。台北:旗標。
鄒安晉(2003)。遊戲企劃之謀略與實務。台北:文魁。
李青蓉(1998)。人機介面設計。台北:空大。
英文部分
Baecker, R. M. & Buxton, W. A. S. (1987). Readings in human-computer interaction: A multidisciplinary approach. Los Altos : Morgan Kaufmann.
Bandura, A. (1986). Social foundations of thought and action: A social cognitive theory. Englewood Cliffs : Prentice Hall.
Bandura, A. (1991). Social cognitive theory of self-regulation. Organizational Behavior and human Decision Processes, 50(2), 248-287.
Costikyan, G. (2002). I have no words & I must design: Toward a critical vocabulary for games. Proceedings of Computer Games and Digital Cultures, 9-33.
Crawford, C. (2003). Chris crawford on game design. Indianapolis Baecker: New Rider.
Csikszentmihalyi, M. (1975). Beyond boredom and anxiety. San Francisco : Jossey-Bass.
Csikszentmihalyi, M. (1990). Flow: The psychology of optimal experience. NewYork : Harper & Row.
Csikszentmihalyi, M. (1993). The evolving self: A psychology for the third millennium. New York: Harper-Collins.
Deutsch, J. E., Borbely, M., Filler, J., Huhn, K., & Guarrera-Bowlby, P. (2008). Case reports - use of a low-cost, commercially available gaming console (Wii) for rehabilitation of an adolescent with cerebral palsy. Physical Therapy. 88, 1196-1207.
Edge, D. (2008). Tangible user interfaces for peripheral interaction. Technical Report, University of Cambridge, Computer Laboratory.
Egham.(2011). Gartner says spending on gaming to exceed $74 billion in 2011. Gartner, UK, July 5, 2011. Retrieved April 28, 2012, from http://www.gartner.com/it/page.jsp?id=1737414
Mitchell, G. & Clarke, A. (2011). Playground gaming with Wii, Kinect and Processing. Game and movement, ISEA 2011 Istanbul at Turkey, Monday, 19 September.
Sreedharan, S., Zurita, E. S., & Plimmer, B. (2007). 3D input for 3D worlds. Computer-Human Interaction of Australia, 4, 227-230.
Hewett, T. T.,Ronald, B.,Card, S., Carey, T., Gasen, J., Marilyn, M. Perlman, G., Strong, G., & Verplank, W. (1992). ACM SIGCHI curricula for human-computer interaction. U.S.A : The Association for Computin Machinery.
Hudson, C. & Smith, J.(2011). Inside virtual goods the US virtual goods market 2011 – 2012. Inside Network. Retrieved April 28, 2012, from http://www.insidevirtualgoods.com/us-virtual-goods/
Hunicke, R. & Chapman, V. (2004). AI for dynamic difficulty adjustment in games. Challenges in Game Artificial Intelligence AAAI Workshop. 91-96.Indianapolis: New Riders.
Irenheim, A. & Peterstedt, C.(2008). Nintendo Wii vs. Sony Playstation 2: En matning av skillnad i energiutgift hos anvandaren av tva olika typer av tv-spelskonsoler. Handledare: Örjan Ekblom.
Jacobson, J. & Lewis, M. (2005). Game engine virtual reality with CaveUT. IEEE Computer Society, 38(4), 79-82.
Vajk, T., Coulton, P., Bamford, W., & Edwards, R. (2008). Using a mobile phone as a “Wii-like” controller for playing games on a large public display. Computer Games Technology, Conference on Cyber Games and Interactive Entertainment 2006 of New York.
Klaus, B. B. (2000). Intuitive user interfaces, Scandinavian Journal of Information Systems, 12, 29-60.
Lindley, S.E., Le, C. J., & Berthouze, N.L. (2008). Stirring up experience through movement in game play: Effects on engagement and social behaviour. Human factors in computing systems, Proceeding of the twenty-sixthannual SIGCHI conference, ACM, 511-514.
Moneta, G. B. & Csikszentmihalyi, M. (1996). The effect of perceived challengesand skills on the quality of subjective experience. Journal of Personality, 64(2), 275-310.
Mueller, F., Agamanolis, S., & Picard, R. (2003). Exertion interfaces: sports over a distance for social bonding and fun. Human factors in computing systems, proceedings of the SIGCHI conference. New York, ACM, 3, 561–568.
Murphy, C. (2011). Why games work and the science of learning. Alion Science and Technology. Retrieved April 28, 2012, from http://www.goodgamesbydesign.com/Files/WhyGamesWork_TheScienceOfLearning_CMurphy_2011.pdf
NUI Group Authors.(2009).Multi-Touch Technologie. U.S.A : NUI Group.
Oikonomidis, I. , Kyriazis, N. , Argyros, A. A.(2011). Efficient model-based 3D tracking of hand articulations using Kinect. Proceedings of the 22nd British Machine Vision Conference, University of Dundee, UK.
Preece, J. (1994). Human-Computer Interaction. Massachusetts : Addison-Wesley.
Pearce, J. M., Ainley, M., & Howard, S. (2005). The ebb and flow of online learning. Computers in Human Behavior, 21(5), 745-771.
Prensky, M. (2001). Digital Game-Based Learning. New York: McGraw-Hill.
Schunk, D. H. (1998). Teaching elementary students to self-regulate practice of mathematical skills with modeling. In D. H. Schunk & B. J. Zimmerman(Eds.). Self-regulated learning: From teaching to self-reflective practice, 137-159. New York: Guilford Press.
Schunk, D. H. (2001). Social cognitive theory and self-regulated learning. In B. J.Zimmerman & D. H. Schunk (Eds.), Self-regulated learning and Academic Achievement: Theoretical Perspectives. 1-39. Mahwah: Lawrence Erlbaum Associates.
Starbuck, W., H., Webster, J. (1991). When is play productive? Accounting. Management and Information Technologies, 1(1), 71-90.
Takayuki, D. K., Wayne, C., Dan, H., Carl, H., Norm, M., & Ben, S. (1993). Potentials nd limitations of pen-based computers. Computer science, proceedings of the 1993 ACM conference, Indianapolis, Indiana, United States. 536 - 539.
Trevino, L. K. & Webster, J. (1992), Flow in computer-mediated communication. Communication Research, 19(5), 539-573.
Webster, J., Trevino, L. K. & Ryan, L. (1993). The dimensionality and correlates off low in human–computer interactions. Computers in Human Behavior, 9(4),411–426.
YENGİN, D. (2011) . Digital game as a new media and use of digital game in education. The Turkish Online Journal of Design, Art and Communication, 1(1).
Zimmerman, B. J. (1989). Models of self-regulated learning and academicachievement. In B. J. Zimmerman & D. H. Schunk (Eds.), Self-regulated learning and academic achievement: Theory, research, and practice, 1 -25. New York: Springer.
Zimmerman, B. J. (1990). Self-regulated learning and academic achievement: An overview. Educational Psychologist, 25(1), 3-17.
Zimmerman, B.J. (2000). Attainment of self-regulation: A social cognitive perspective. In M. Boekaerts, P.R. Pintrich, & M. Zeidner (Eds.), Handbook of self-regulation. 13-39. San Diego: Academic Press.
Zimmerman, B. & Schunk, D. (2001). Reflections on theories of self-regulated learning and academic achievement. In B. Zimmerman, & D. Schunk (Eds), Self-regulated learning and academic achievement: Theoretical perspectives. 289-208. Mawah : Erlbaum.
Zimmerman, B. J. (2002). Becoming a self-regulated learner: An overview. Theory Into Practice, 41(2), 64-70.