期刊論文
114
Consumers' hierarchy value structure on social commerce: A means-end chain approach.,International Journal of Mobile Communications26(3),354-376. 2025/09/01 ( SSCI )
113
Applying means-end chains theory to understanding psychological cognitive structure of online video sharing platforms: A study of user behavior in TikTok.,Journal of Consumer Behaviour23(3),1158-1174. 2024/05/08 ( SSCI )
113
Have you spotted where I am? Exploring the impact of different forms of native advertising.,International Journal of Mobile Communications23(2),239-256. 2024/02/09 ( SSCI )
112
A study on EMBA students' cognitive and decision-making models in learning through play.,International Journal of Management Education21(1),100765 2023/01/23 ( SSCI )
111
Learners' hierarchical value structure in educational simulation games of supply chain management.,International Journal of Online Pedagogy and Course Design,12(1),1-21 2022/10/17 ( )
111
A 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 ( )
111
Individual differences in digital game-based supply chains management learning: Evidence from higher vocational education in Taiwan.,Sustainability,14(8),4614. 2022/04/12 ( SSCI )
110
The 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 ( )
110
What 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 ( )
109
A 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 ( )
108
Study 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 ( )
108
Behavioral intention of using one-stop mobile application: Evidence from department stores.,Asian Journal of Empirical Research,9(12),401-412. 2019/12/16 ( )
108
Study 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 ( )
108
Online shopping behavior of emerging shopping websites.,Saudi Journal of Business and Management Studies,4(3),207-214. 2019/03/30 ( )
107
Exploring 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 ( )
107
What attributes do existing web blog need?,Archives of Business Research,6(8),290-296. 2018/08/25 ( )
106
Analyzing user preferences using Facebook fan pages.,Interfaces,48(2),166-175. 2017/11/07 ( SSCI )
106
Hierarchical relationship of negative emotion perception from violent video games.,Science, Technology and Society,22(2),236-258. 2017/08/01 ( SSCI )
106
Discrepancy of cognitive ability in management decision.,International Review of Management and Business Research,6(2),488-494. 2017/06/01 ( )
106
Learning results and terminal values from the player of SimCity and The Sims.,Behaviour & Information Technology,36(2),209-222. 2017/03/29 ( SSCI )
106
Players' value structure in digital games.,Games and Culture,12(1),72-99. 2017/01/04 ( SSCI )
105
The categorising characteristics of Facebook pages: Using the k-means grouping method.,International Journal of Business and Management,11(2),60-68. 2016/01/23 ( )
104
Value hierarchy for massive open online courses.,Computers in Human Behavior,53,408-418. 2015/10/22 ( SSCI )
104
The structure and cluster of value in social network games.,Marketing Review (Xing Xiao Ping Lun),12(3),263-287. 2015/09/01 ( )
104
The benefits values of green lifestyle consumers.,International Journal of Marketing Studies,7(1),24-38. 2015/05/26 ( )
104
Are we after the same thing? Differences among different MMORPGs players.,Journal of Management and Strategy,6(1),21-35. 2015/01/05 ( )
103
Console game value hierarchy: A means-end chain approach.,European Journal of Social Sciences,44(1),58-77. 2014/06/15 ( )
103
Have you switched to a low-carbon diet? The ultimate value of low-carbon consumerism.,Administrative Sciences,4(2),105-119. 2014/04/17 ( )
103
Digital educational game value hierarchy from a learners' perspective.,Computers in Human Behavior,30,1-12. 2014/02/19 ( SSCI )
103
Are the benefits of group buying limited to monetary value? A study on the ultimate value of online group-buying.,Asian Journal of Empirical Research,4(1),1-17. 2014/01/15 ( )
102
Nurture of futures imagination and creative talent in senior high school.,Journal of Chinese Creativity,4(1),73-98. 2013/03/01 ( )
100
A study on the goal value for massively multiplayer online role-playing games players.,Computers in Human Behavior,27(6),2153-2160. 2011/11/02 ( SSCI )
研討會論文
114
Exploring students' learning performance in a consumer behavior course through situational teaching combined with AI smart tutoring.,eLearning Forum Asia 2025 (eLFA2025) 2025/08/14 ( )
113
電商網紅特質與知名度對品牌態度與忠誠度之影響,2024工商與公共管理學術研討會 2024/05/31 ( )
112
以集群分析探討電商平台資料特性:以蝦皮購物為例,2023「管理思維與實務」暨「應用科學」研討會 2023/06/09 ( )
112
資訊系統成功模式、產品涉入、心流體驗及說服效果對廣告效果之影響:以美妝電商直播為例,第十七屆國際貿易與企業經營學術研討會(ITBA 2023) 2023/05/26 ( )
112
適配度、品牌延伸、品牌評價對流行服飾購買意願之影響:以心流體驗為調節變數,第十七屆國際貿易與企業經營學術研討會(ITBA 2023) 2023/05/26 ( )
111
品牌形象、品牌信任與網路口碑對手遊玩家之影響:以心流體驗為調解變數,2022商務管理實務研討會 2022/10/18 ( )
111
以科技接受模式與資訊系統成功模式探討消費者對於網路銀行接受度之研究,2022商務管理實務研討會 2022/10/18 ( )
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 ( )
107
Calculation 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 ( )
107
What user expectations are for LINE emoticons.,2018 International Conference on Business and Information 2018/07/06 ( )
107
The 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 ( )
107
Negative emotions caused in users by LINE stickers.,2018 International Conference on Business and Information - Winter Session 2018/01/23 ( )
107
Why 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 ( )
106
Analysis of potential consumer demand for wristband smart devices.,27th International Conference on the Pacific Rim Management 2017/07/27 ( )
106
Preference 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
113
112學年度傑出通識教育教師
112
111學年度系教學優良教師
111
2022商務管理實務研討會優秀論文獎
108
106學年度學術研究成果獎勵
107
106學年度全校輔導績優導師
106
2017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