一、中文文獻
吳佳盈(2005)。影響線上遊戲玩家持續使用行為。國立東華大學企業管理研究所。周榮(1998)。電腦角色扮演遊戲中的神話原型之研究。國立交通大學傳播研究所。張重昭與高麗文(1995)。參考價格對消費者行為之影響。中山管理評論,頁80-107。
野悕鴃]2005)。線上遊戲玩家接受遊戲之相關因素。國立東華大學。
釧s達(2005)。線上遊戲的整合行銷傳播效果研究:以「仙境傳說Online」為例。私立世新大學傳播研究所。
郭子賢(2003)。涉入程度、服務補救與顧客滿意度之關係:以線上遊戲為例。私立中國文化大學國際企業管理研究所。郭昕周(1997)。建構取向的遊戲式MUD 學習環境研究。國立交通大學傳播研究所。傅鏡暉 (2003)。線上遊戲產業Happy 書,遠流出版社。
楊秀敏(2003)。線上遊戲產品置入傳播效果研究:以線上遊戲創作「kuso世代」為例。國立政治大學廣告研究所。楊瓊櫻 (2001)。知覺品質、知覺犠牲與知覺價值對新聞電子報訂噸N願之影響。國立師範大學大眾傳播研究所。
詹文男(2003)。台灣資訊服務業發展分析:線上遊戲引領風騷。工業自動化電子化,15,12-17。管孟忠與林家卉(2003)。建構線上遊戲服務品質決策模式之研究- 以台灣地區線上遊戲產業為例。電子商務與數位生活研討會,頁1544-1564。
鄭紹成(1997)。服務業服務失誤、挽回服務與顧客反應之研究。中國文化大學國際企業管理研究所。盧貞吟(2003)。強化線上遊戲吸引力之策略研究-以線上遊戲《天堂》為例。國立成奶j學工業設計研究所。駱坤民(2004)。線上遊戲價值創造、顧客感受、價值獲取之關聯性研究。私立銘傳大學管理科學研究所。藍政偉(1998)。消費者抱怨行為、抱怨處理方式及其抱怨處理後行為之研究。國立雲林科技大學企業管理技術研究所。二、英文文獻
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