Peng, L.-H., & Bai, M.-H. (2020). An Exploratory Study of University and High School Students’ Educational Psychology Attitudes toward Game Programming Course Performance. Revista Argentina de Clinica Psicologica, 29(5), pp. 378-391. https://doi.org/10.24205/03276716.2020.1037 (SSCI, SCIE: Q4; IF: 0.508)
Peng, L.-H., & Bai, M.-H. (2021). How Gameful Experience Affects Public Knowledge, Attitudes, and Practices Regarding COVID-19 Among the Taiwanese Public: Cross-sectional Study. JMIR serious games, 9(2), e26216. https://doi.org/10.2196/26216 (SCIE: Q1; IF: 3.8; Scopus: Q1)
Peng, L.-H., & Bai, M.-H. (2025). Examining the Mediating Effects of Game User Experience Satisfaction on Continuance Intention: A Case Study of League of Legends. IEEE Access, 13, pp. 63792-63814. https://doi.org/10.1109/ACCESS.2025.3559632 (SCIE: Q2; IF: 3.4; Scopus: Q1)
Bai, M.-H., Shih, J.-L., Feng, Y.-C., & Hsu, Y.-J. (2015, May 26). Correlation between Taiwan University Students Personality Traits and Player Behavior [Conference presentation]. 19th Global Chinese Conference on Computers in Education (GCCCE 2015), Taipei, Taiwan.
Peng, L.-H., Bai, M.-H., & Siswanto, I. (2019, September 14). A Study of Learning Motivation of Senior High School with Applying Unity and mBlock on Programming Languages Courses [Conference presentation]. 5th International Conference on Technology and Vocational Teachers (ICTVT 2019), Yogyakarta, Indonesia.
Peng, L.-H., & Bai, M.-H. (2020, February 6). An Empirical Study of How the Learning Motivation of College Student and High School Student toward Programming Courses Performance Affect Sustainability [Conference presentation]. 3rd Eurasian Conference on Educational Innovation (ECEI 2020), Hanoi, Vietnam.
Peng, L.-H., & Bai, M.-H. (2020, July 2). An Exploratory Study of Simulation Game toward COVID-19 Knowledge, Attitudes and Practices [Conference presentation]. The 7th International Design Study Forum and Conference, Yunlin, Taiwan.
Cheng, C.-I., Hsu, W.-C., & Bai, M.-H. (2022, August 29). Roaming Jingliao – The AR based Learning Assistance for Design Cultural Creation Education [Conference presentation]. 7th International Conference on Innovative Technologies and Learning (ICITL 2024), Tartu, Estonia.
Peng, L.-H., Bai, M.-H., & Lin, A.-Y. (2023, July 28). Application of Augmented Reality System in Exhibition to Promote Animal Welfare [Conference presentation]. 7th International Conference on Education and Social Sciences (7th ICEASS), Taipei, Taiwan.
Peng, L.-H., & Bai, M.-H. (2024, April 17). Exploring Esports Game Users Experience Satisfaction and Continuance Intentions: A Comparative Study on Desktop and Mobile Users [Conference presentation]. 2024 IEEE 10th International Conference on Applied System Innovation (IEEE ICASI 2024), Kyoto, Japan.
Peng, L.-H., Bai, M.-H., Lin, S.-L., & Lin, A.-Y. (2025, February 7). Utilizing Mixed Reality Systems in University Social Responsibility Expositions to Enhance Awareness of Animal Welfare [Conference presentation]. 8th Eurasian Conference on Educational Innovation 2025 (ECEI 2025), Bali, Indonesia.
Peng, L.-H., & Bai, M.-H. (2025, April 24). A Usability Comparison of Physical and Virtual Buttons in Extended Reality Environments Using Controller and Hand Tracking [Conference presentation]. 2025 IEEE 11th International Conference on Applied System Innovation (IEEE ICASI 2025), Tokyo, Japan.
Peng, L.-H., Bai, M.-H., & Siswanto, I. (2020). A study of learning motivation of senior high schools by applying unity and mblock on programming languages courses. Journal of Physics: Conference Series, 1456(1), 012037. https://doi.org/10.1088/1742-6596/1456/1/012037 (Scopus: Q3)
Peng, L.-H., & Bai, M.-H. (2020). An Empirical Study of Learning Motivation of College Student and High School Student toward Programming Courses and Performance with Sustainability. In Education and Awareness of Sustainability (Vol. 3, pp. 111-114). World Scientific. https://doi.org/10.1142/9789811228001_0025
Cheng, C. I., Hsu, W. C., & Bai, M. H. (2022). Roaming Jingliao–The AR Based Learning Assistance for Design Cultural Creation Education. In International Conference on Innovative Technologies and Learning (pp. 97-106). Springer, Cham. https://doi.org/10.1007/978-3-031-15273-3_11 (Scopus: Q3)
Peng, L.-H., & Bai, M.-H. (2024). Exploring esports game users experience satisfaction and continuance intentions: A comparative study on desktop and mobile users. In A. D. K.-T. Lam, S. D. Prior, S.-T. Shen, S.-J. Young, & L.-W. Ji (Eds.), System Innovation for an Artificial Intelligence Era (pp. 7-10). CRC Press. https://doi.org/10.1201/9781003514831-2
Peng, L.-H., & Bai, M.-H. (2025). A usability comparison of physical and virtual buttons in extended reality environments using controller and hand tracking. In A. D. K.-T. Lam, S. D. Prior, S.-T. Shen, S.-J. Young, & L.-W. Ji, System Innovation for a Global Economy (1st ed., pp. 1–5). CRC Press. https://doi.org/10.1201/9781003655534-1
白明翰(2018)。以模擬遊戲探討玩家行為與人格特質之關係。未出版之碩士論文,國立臺南大學數位學習科技學系碩士班,台南市。
白明翰(2025)。《英雄聯盟》設計與心理因素對玩家持續使用意願之中介作用分析。未出版之博士論文,國立雲林科技大學設計學研究所博士班,雲林縣。