期刊論文

  • 111A contemporary research on learners' expectations: Innovative attributes on Beer Game with means-end chains theory.,International Journal of Game-Based Learning,12(1),1-22. 2022/07/15 ( )
  • 111Individual differences in digital game-based supply chains management learning: Evidence from higher vocational education in Taiwan.,Sustainability,14(8),4614. 2022/04/12 ( SSCI )
  • 110The effect of the creativity of mobile game players on the Theory of Planned Behavior.,International Journal of Social Sciences and Management Review,4(6),22-31. 2021/11/15 ( )
  • 110What is a highly popular post? Popularity benchmark models for posts on Facebook pages.,Journal of Applied Management and Advanced Research,3(1),1-16. 2021/05/14 ( )
  • 109A good partner in sleeping: A research on customer value regarding mattresses.,European Journal of Business and Management Research,5(6),1-6. 2020/12/31 ( )
  • 108Study of customer's perceived justice on post-recovery satisfaction and behavior intention in restaurant industry.,Journal of Business School,2(7),26-37. 2019/12/31 ( )
  • 108Behavioral intention of using one-stop mobile application: Evidence from department stores.,Asian Journal of Empirical Research,9(12),401-412. 2019/12/16 ( )
  • 108Study on student's decision-making behavior mode with Business Operations Simulation System through protocol analysis.,European Journal of Business and Management Research,4(5),1-5. 2019/10/05 ( )
  • 108Online shopping behavior of emerging shopping websites.,Saudi Journal of Business and Management Studies,4(3),207-214. 2019/03/30 ( )
  • 107Exploring differences between experts and novices during decision-making process from perspective of behavioral decision-making.,International Journal of Creative Research and Studies,2(9),24-33. 2018/09/19 ( )
  • 107What attributes do existing web blog need?,Archives of Business Research,6(8),290-296. 2018/08/25 ( )
  • 106Analyzing user preferences using Facebook fan pages.,Interfaces,48(2),166-175. 2017/11/07 ( SSCI )
  • 106Hierarchical relationship of negative emotion perception from violent video games.,Science, Technology and Society,22(2),236-258. 2017/08/01 ( SSCI )
  • 106Discrepancy of cognitive ability in management decision.,International Review of Management and Business Research,6(2),488-494. 2017/06/01 ( )

研討會論文

  • 111以創新專案教學模式結合適性化教學與MECs理論應用於消費者行為之課程研究,2022年「高教人社教育發展暨議題導向跨領域敘事力學術研討會」 2022/07/27 ( )
  • 111美食外送平台之顧客價值與情緒階層結構,2022行銷研究學術研討會(CMR 2022) 2022/05/06 ( )
  • 109遊戲玩家創造力對計畫行為理論的影響,2020第十二屆管理創新與行銷專案研討會 2020/07/03 ( )
  • 109品牌形象與網路口碑於科技接受模型之影響,2020第十二屆管理創新與行銷專案研討會 2020/07/03 ( )
  • 108退出“抖音”的原因:以情緒ABC理論探究使用者負面情緒網絡結構,第十七屆管理學術國際研討會 2019/11/22 ( )
  • 108以不同性別探討Nike+ Run Club APP使用者之價值認知差異,第十七屆管理學術國際研討會 2019/11/22 ( )
  • 108以方法目的鏈理論探討行銷贏家學習者之目標價值結構,2019行銷研究學術研討會(CMR 2019) 2019/05/24 ( )
  • 107Calculation mode for popularity of posts: A study on Facebook brand pages.,2018 9th International Conference on E-business, Management and Economics (ICEME 2018) 2018/08/02 ( )
  • 107What user expectations are for LINE emoticons.,2018 International Conference on Business and Information 2018/07/06 ( )
  • 107The hierarchical network structural relationship of Resident Evil player.,2018 International Conference on Business and Information 2018/07/06 ( )
  • 107興新購物網站之線上消費者行為,2018行銷研究學術研討會(CMR 2018) 2018/05/18 ( )
  • 107Negative emotions caused in users by LINE stickers.,2018 International Conference on Business and Information - Winter Session 2018/01/23 ( )
  • 107Why do people enjoy violent video games? Key elements of game attributes, personal consequences and terminal values in Resident Evil.,2018 International Conference on Business and Information - Winter Session 2018/01/23 ( )
  • 106Analysis of potential consumer demand for wristband smart devices.,27th International Conference on the Pacific Rim Management 2017/07/27 ( )
  • 106Preference of sticker users and their goal value structure: A case study of instant messenger, LINE.,2017 International Conference on Business and Information 2017/07/04 ( )
  • 106以方法目的鏈探討烘焙D.I.Y工作坊之顧客價值內涵研究。,第十一屆國際貿易與企業經營學術研討會(ITBA 2017) 2017/05/05 ( )

學術會議

  • 106第十一屆國際貿易與企業經營學術研討會(ITBA 2017)行銷
  • 106第十一屆國際貿易與企業經營學術研討會(ITBA 2017)行銷

研究計畫

  • 109隨身諮詢師來報到:挖掘電商自動化“對話式系統”使用者之決策痛點與價值
  • 109線上影音分享平台行動應用程式之使用行為與心理認知網路結構:雙理論結合與應用
  • 108建構數位行動遊戲智慧書僮協同學習平台
  • 108你發現我在哪裡嗎?探究不同形式的行動原生廣告之影響性
  • 108以價值與行為導向探究遊戲化行動應用程式之認知階層關係與結構
  • 106以眼動追蹤技術探究LINE貼圖使用者注意力偏好之研究
  • 106何謂高度熱門貼文?建構Facebook粉絲專頁貼文熱門程度準則之運算模式
  • 106暴力電玩遊戲正向知覺價值與負面情緒感受之階層關係研究
  • 105物聯網智慧型裝置使用者潛在需求與創新商業模式之探討
  • 105尋找手指經濟:洞察行動應用程式使用者價值與需求

榮譽獎賞

  • 108106學年度學術研究成果獎勵
  • 107106學年度全校輔導績優導師
  • 1062017崇越論文大賞,博士組,優良論文獎

授課資料

  • 106暑期進學國貿國際發展策略與供應鏈管理
  • 106暑期進學國貿網路創業與行銷
  • 105暑期進學國貿消費者行為