[1] 潘達,「吃鸡」拉下「农药」《荒野行动》登顶App Store,2017,[線上],取自: http://www.techweb.com.cn/shoujiyouxi/2017-11-07/2603151.shtml
[2] 07073遊戲產業,6月中国手游出海Top30:《荒野行动》蝉联收入榜首,2018,[線上],取自: http://chanye.07073.com/guonei/1772399.html
[3] Bigcommerce,Your M-Commerce Deep Dive: Data, Trends and What’s Next in the Mobile Retail Revenue World, 2018.[Online]. Available : https://www.bigcommerce.com/blog/mobile-commerce/
[4] Salesforce,2018 Mobile Shopping Focus Report, 2018.[Online]. Available : https://c1.sfdcstatic.com/content/dam/web/en_us/www/documents/reports/mobile-shopping-focus-report-18.pdf
[5] 林祖弘、梁志雄,「沉浸式虛擬實境遊戲移動方式之研究」,第十屆數位媒體設計學會國際研討會論文集,新北市(2016)
[6] 劉泰源,「擴增實境結合適地性服務應用於行動遊戲商務系統之研究」,第十八屆資訊管理暨實務研討會,台中市(2016)
[7] Majid Irfan Baba,Naira Nafees,Insha Manzoor,Kamran Aijaz Naik,Suhaib Ahmed,“Evolution of Mobile Wireless Communication Systems from 1G to 5G : A Comparative Analysis”, International Journal of Scientific Research in Computer Science, Engineering and Information Technology,pp.1-8,2018
[8] TechNews 科技新報,首個完整 5G 標準出爐,朝2020年商用時程邁進,
2018,[線上],取自: http://technews.tw/2018/06/15/about-5g-standard/
[9] 陳梅鈴,「全球5G市場發展趨勢」,電腦與通訊期刊,162期,第60-64頁(2015)
[10] 數位時代編輯部編輯,完全解讀5G大未來,台北:巨思文化出版,2018
[11] Utsav Drolia, Rolando Martins, Jiaqi Tan, Ankit Chheda, Monil Sanghavi, Rajeev Gandhi, Priya Narasimhan, IEEE 10th International Conference on Ubiquitous Intelligence & Computing and 2013 IEEE 10th International Conference on Autonomic & Trusted Computing,pp.210-215,2013
[12] ETSI,Mobile Edge Computing, 2016, [Online]. Available : https://www.etsi.org/images/files/ETSITechnologyLeaflets/MobileEdgeComputing.pdf
[13] Patrik J. Braun, Sreekrishna Pandiyx, Robert-Steve Schmollyx, Frank H.P.Fitzekyx,” On the Study and Deployment of Mobile Edge Cloud for Tactile Internet using a 5G Gaming Application”, 14th IEEE Annual Consumer Communications & Networking Conference,pp.154-159,2017
[14] 經濟部發展局,新北市電子競技產業近年發展分析,2019,[線上],取自: https://www.economic.ntpc.gov.tw/Upload/FileMap/4de09958-8c62-49ce-8991-10c412b73759
[15] 錢思敏,電競產業觀察Part1:它是一整個生態系,機會可能比你想像中還大!,2015,[線上],取自: https://www.bnext.com.tw/article/37698/BN-2015-10-19-122720-7716.
[16] 巴哈姆特,《英雄聯盟》S2 世界冠軍總決賽 TPA 奪冠一戰 吸引超過 800 萬人觀看,2012,[線上],取自: https://gnn.gamer.com.tw/6/72276.html
[17] 邱月燁、伍瑞冰,用手機擼出遊戲冠軍,手游電競畫風是這樣的,2016,[線上],取自: https://kknews.cc/zh-tw/game/65vzoq.html
[18] 巴哈姆特,《Garena 傳說對決》首週下載突破30萬專屬賽事年底起跑,2016,[線上],取自: https://gnn.gamer.com.tw/8/138868.html
[19] 莊志華,「遊戲實況產業分析-以Twitch.tv為例」,碩士論文,長庚大學,桃園市(2016)[20] 錢思敏,電競產業觀察Part1:它是一整個生態系,機會可能比你想像中還大!,2015,[線上],取自:數位時代https://www.bnext.com.tw/article/37698/BN-2015-10-19-122720-77
[21] Anita Radman Peša,Dijana Čičin-Šain,Toni Blažević,” New Business Model In The Growing E-sports Industry * ”, 2nd International Conference “Business & Entrepreneurial Economics,pp.121-132,(2017)
[22] Tom Wijman, Mobile Revenues Account for More Than 50% of the Global Games Market as It Reaches $137.9 Billion in 2018, 2015. [Online]. Available :https://newzoo.com/insights/articles/global-games-market-reaches-137-9-billion-in-2018-mobile-games-take-half/
[23] SuperData, Esports Market Report: Courtside—Playmakers of 2017, 2017. [Online]. Available : https://www.superdataresearch.com/market-data/esports-market-report/
[24] Eben Novy-Williams, Mobile Esports Firm Doubles Revenue in Just 10 Months, 2018. [Online]. Available :Bloomberg https://www.bloomberg.com/news/articles/2018-04-03/mobile-esports-company-doubles-revenue-as-gamers-warm-to-phones
[25] 歷趣,王者榮耀成為潮流的原因竟然不是因為電競,2016,[線上],取自: https://kknews.cc/game/g6jy5l.html
[26] Aleksandra PTAK ,“Mobile Commerce in Europe - Comparative Study”, Journal of Fundamental and Applied Sciences,pp.592-596,(2018)
[27] 張嘉伶,專家看台灣電商發展趨勢:行動、支付、大數據、跨境,2015,[線上],取自: https://www.bnext.com.tw/article/35389/BN-ARTICLE-35389
[28] Pwc, From mall to mobile: Adjusting to new consumer habits, 2018. [Online]. Available :https://www.pwc.com/gx/en/retail-consumer/assets/consumer-habits-global-consumer-insights-survey.pdf
[29] Paul Skeldon, M-commerce accounts for 60% of total global ecommerce as it grows to $1.4tn in 2017, 2018. [Online]. Available : https://internetretailing.net/themes/themes/m-commerce-accounts-for-60-of-total-global-ecommerce-as-it-grows-to-14tn-in-2017-16053
[30] 阿里足跡團隊,2017天貓雙11全日成交額1682億元人民幣 再刷新紀錄,2017,[線上],取自: https://alibabanews.com/article/2017tianmaoshuang11quanrichengjiaoe1682yiyuanrenminbi-zaishuaxinjilu。
[31] Betty Ho, Mobile Commerce Growth 2017: +13% Sales YoY, 67% of Sales Happen In-App & More, 2018. [Online]. Available :https://www.criteo.com/insights/mobile-commerce-q4-2017/。
[32] V. Lakshmi Narsimhan、Tangirala Suryakanthi、S. Ramaswamy,”Parametric Modeling of Operational Success Factors in E-commerce and M-commerce”, Cape Town, South Africa,pp. 18-20, (2017)
[33] Magento Developer Documentation, Architectural diagrams,2019. [Online]. Available :https://devdocs.magento.com/guides/v2.2/architecture/archi_perspectives/arch_diagrams.html
[34] Magento official website, Magento, 2019. [Online]. Available : https://www.astralweb.com.tw/services/magento/。
[35] Sabita Mahapatra,” Mobile shopping among young consumers: an empirical study in an emerging market”, International Journal of Retail &Distribution Management, Vol. 45 No. 9, pp. 930-949,(2017)
[36] Opencart official website, Developing Modules, 2019. [Online]. Available : http://docs.opencart.com/en-gb/developer/module/
[37]Opencart official website, Opencar, 2019. [Online]. Available :https://www.opencart.com/index.php?route=cms/feature。
[38] Prestashop official website, Fundamentals of PrestaShop Development, 2019. [Online].Available :http://doc.prestashop.com/display/PS16/Fundamentals+of+PrestaShop+Development
[39] Prestashop official website, Prestashop, 2019. [Online]. Available :https://www.prestashop.com/en/download。
[40] Builtwith, eCommerce Usage Distribution in the Top 1 Million Sites, 2019. [Online]. Available : https://trends.builtwith.com/shop
[41] Magento official website, Magento結構概述, 2019. [Online]. Available :https://www.astralweb.com.tw/brief-of-magento-structure/
[42] 維基百科,MVC,2018,[線上],取自: https://zh.wikipedia.org/wiki/MVC
[43] Photon official website, Photon Server Intro, 2019. [Online]. Available : https://doc.photonengine.com/zh-tw/onpremise/current/getting-started/photon-server-intro
[44] Photon official website, Photon Server, 2019. [Online]. Available : https://www.photonengine.com/zh-tw/OnPremis
[45] Photon official website, Basic Concepts, 2019. [Online]. Available :https://doc.photonengine.com/zh-tw/onpremise/current/getting-started/basic-concepts
[46] Amazon gameOn official website, Amazon GameOn, 2019. [Online]. Available :https://developer.amazon.com/gameon
[47] Amazon gameOn official website, Types of Competitions, 2019. [Online]. Available : https://developer.amazon.com/gameon/features
[48] Amazon gameOn official website, Amazon GameOn Overview, 2019. [Online]. Available : https://developer.amazon.com/docs/gameon/overview.html。
[49] Smartfoxserver official website, Application Architecture Overview, 2019. [Online]. Available :https://www.smartfoxserver.com/docs/1x/docPages/sfsPro/roomArchitecture.htm
[50] Smartfoxserver official website, Platform overview, 2019. [Online]. Available : https://www.smartfoxserver.com/overview
[51] Corona official website, Corona, 2019. [Online]. Available :https://coronalabs.com/。
[52] Unity official website, Unity, 2019. [Online]. Available :https://unity3d.com/unity
[53] CG 數位學習網,粒子系統 (Particle System),取自: http://www.cg.com.tw/Unity/Content/Unity_13.php
[54] Unreal Engine 4 Documentation,Platform Development, 2019. [Online]. Available : https://docs.unrealengine.com/en-us/Platforms
[55] Unreal Engine 4 official website, Unreal Engine 4, 2019. [Online]. Available : https://www.unrealengine.com/zh-CN/what-is-unreal-engine-4。
[56] Unreal Engine 4 official website,遊戲架構快速指南, 2019. [Online]. Available : https://api.unrealengine.com/CHN/Gameplay/Framework/QuickReference/index.html
[57] Unreal Engine 4 official website,粒子特效, 2019. [Online]. Available : https://api.unrealengine.com/CHN/Resources/Showcases/Effects/index.html
[58] Corona official website, Sneak peek: Corona Live Builds, 2019. [Online]. Available : https://coronalabs.com/blog/2016/12/02/sneak-peek-corona-live-builds/。
[59] Jack Brett, Alain Simons,” Implementation of the Unity engine for developing 2D mobile games in consideration of start-up/student developers”, International Conference on Technologies for E-Learning and Digital Entertainment, pp. 271-278,(2017)
[60] Khaled Mohammad Alomari , Tariq Rahim Soomro,and Khaled Shaalan,”Mobile Gaming Trends and Revenue Models”, International Conference on Industrial, Engineering and Other Applications of Applied Intelligent Systems, pp. 671-683,(2016)
[61] Xalynx,電競的遊戲類型,澳門日報,第E02版,(2018)
[62] Jay Garmon, Geek Trivia: First shots fired, 2005. [Online]. Available :TechRepublic https://www.techrepublic.com/article/geek-trivia-first-shots-fired/
[63] Michael Buro,” Real-time strategy games: A new AI research challenge”, Department of Computing Science, University of Alberta, Edmonton, AB, T6J 2E8, Canada, (2003)
[64] Neidhardt, J., Huang, Y., & Contractor, N.. Team vs. team: Success factors in a multiplayer online battle arena game. In Academy of Management Proceedings. Briarcliff Manor, NY 10510: Academy of Management. (2015)
[65] Ryan Treit,Sports, 2019. [Online]. Available :https://web.archive.org/web/20090515013224/http://www.xbox.com/en-US/games/tips/noviceguides/fighting.htm
[66] Jane Frank, Role-Playing Game and Collectible Card Game Artists : A Biographical Dictionary, pp. 2–3, (2012)
[67] 王淞生,「以系統動態觀點探討民眾參與TCG集換式卡片遊戲之意願」,碩士論文,中華大學,新竹市(2017)[68] IJsselsteijn, W. A., de Kort, Y. A. W., & Poels, K.. The Game Experience Questionnaire. Eindhoven: Technische Universiteit Eindhoven, (2013)
[69] Sensor Tower, The Top Mobile Apps, Games, and Publishers of 2018: Sensor Tower's Data Digest, 2019. [Online]. Available : https://sensortower.com/blog/top-apps-games-publishers-2018
[70] Sensor Tower, The Top Mobile Apps, Games, and Publishers of 2017: Netflix Grows Revenue 138% Year-Over-Year, 2018. [Online]. Available : https://sensortower.com/blog/top-apps-and-publishers-2017
[71] Emma McDonald, The Global Games Market Will Reach $108.9 Billion in 2017 With Mobile Taking 42%, 2017. [Online]. Available : https://newzoo.com/insights/articles/the-global-games-market-will-reach-108-9-billion-in-2017-with-mobile-taking-42/
[72] Tom Wijman, Mobile Revenues Account for More Than 50% of the Global Games Market as It Reaches $137.9 Billion in 2018, 2018. [Online]. Available :https://newzoo.com/insights/articles/global-games-market-reaches-137-9-billion-in-2018-mobile-games-take-half/
[73] 阿里巴巴集團,阿里巴巴2018年雙11報告數據,2018,[線上],取自: https://www.alibabagroup.com/cn/news/press_pdf/p181112.pdf
[74] Ecommerce Foundation, 2018 Global Ecommerce Report, 2018. [Online]. Available :https://www.internetalliance.my/wp-content/uploads/2018/10/Global-B2C-e-Commerce-Country-Report-2018.pdf
[75] StatCounter, Desktop vs Mobile Market Share Worldwide, 2019. [Online]. Available : http://gs.statcounter.com/platform-market-share/desktop-mobile/worldwide/
[76] Mark Mandel, Introducing Agones: Open-source, multiplayer, dedicated game-server hosting built on Kubernetes, 2018. [Online]. Available : Google Cloud https://cloud.google.com/blog/products/gcp/introducing-agones-open-source-multiplayer-dedicated-game-server-hosting-built-on-kubernetes
[77] Agones,Agones Game Server Client SDKs, 2019. [Online]. Available : https://agones.dev/site/docs/guides/client-sdks/
[78] gRPC,What is gRPC? , 2019. [Online]. Available : https://grpc.io/docs/guides/