[1]鄭武堯、陳志傑、郭聰儒, “應用設計樣版及XML文件於3D遊戲引擎架構設計,” 第十四屆物件導向技術及應用研討會, 2003.
[2]施宏霖, “簡化開發遊戲使用者介面之研究與實作,” 世新大學資訊管理學系碩士學位論文, 2008.[3]饒瑞宴, “應用於數位體感遊戲之多重互動裝置一致性架構設計,” 世新大學資訊管理學系碩士學位論文, 2008.[4]鄭創予, “以遊戲狀態導向簡化遊戲開發之系統架構設計與實作,” 世新大學資訊管理學系碩士學位論文, 2009.[5]陳詩愷, “多重開發網路平台與簡化遊戲架構設計實作,” 世新大學資訊管理學系碩士學位論文, 2011.[6]吳昱翰, “簡易開發暨載入階段優化之3D遊戲引擎架構,” 世新大學資訊管理學系碩士學位論文, 2012.[7]余家瑄, “跨平台遊戲引擎物理與網路之簡易開發,” 世新大學資訊管理學系碩士學位論文, 2013.[8]I. Suzuki, K. Tsunoda, and R. Hishiyama, “Game description language and frameworks for langrid gaming,” Proc. 29th ACM Int. Conf. Des. Commun. - SIGDOC ’11, p. 67, 2011.
[9]W. White and C. Koch, “Better Scripts , Better Games,” 2007.
[10]C. Yu, Q. Zhao, M. Chen, and Q. Liu, “Design and Realization of the Script System in an Educational Game Engine,” 2009 Second Int. Symp. Knowl. Acquis. Model., pp. 25–28, 2009.
[11]G. G. Koch, M. A. Tariq, B. Koldehofe, and K. Rothermel, “Event processing for large-scale distributed games,” Proc. Fourth ACM Int. Conf. Distrib. Event-Based Syst. - DEBS ’10, p. 103, 2010.
[12]H. Wei, “Embedded narrative in game design,” Proc. Int. Acad. Conf. Futur. Game Des. Technol. - Futur. ’10, p. 247, 2010.
[13]H. Yoo and S. Kim, “EDGE : An Easy Design Tool of Game Event for Rapid Game Development,” no. 1, pp. 2–3, 2010.
[14]C. M. Kanode and H. M. Haddad, “Software engineering challenges in game development,” in ITNG 2009 - 6th International Conference on Information Technology: New Generations, 2009, pp. 260–265.
[15]O. H. Cho and W. H. Lee, “An interactive event-design tool for rapid game development,” in Proceedings of the International Symposium on Consumer Electronics, ISCE, 2011, pp. 450–453.
[16]J. Snowdon and A. Oikonomou, “Creating more entertaining and re-playable games by dynamically introducing and manipulating, static gameplay elements and events,” in Proceedings of CGAMES’2011 USA - 16th International Conference on Computer Games: AI, Animation, Mobile, Interactive Multimedia, Educational and Serious Games, 2011, pp. 94–100.
[17]V. T. Sarinho and A. L. Apolinario, “A generative programming approach for game development,” in SBGAMES2009 - 8th Brazilian Symposium on Games and Digital Entertainment, 2009, pp. 83–92.
[18]A. G. Peker and T. Can, “A design goal and design pattern based approach for development of game engines for mobile platforms,” in Proceedings of CGAMES’2011 USA - 16th International Conference on Computer Games: AI, Animation, Mobile, Interactive Multimedia, Educational and Serious Games, 2011, pp. 114–120.
[19]R. Ramadan and Y. Widyani, “Game development life cycle guidelines,” in Advanced Computer Science and Information Systems (ICACSIS), 2013 International Conference on, 2013, pp. 95 – 100.
[20]P. E. Black, “finite state machine,” Dict. Algorithms Data Struct., vol. 2007, pp. 1–7, 2008.
[21]“Gameplay3D.” [Online]. Available: http://gameplay3d.org/.
[22]“Unreal.” [Online]. Available: https://www.unrealengine.com/.
[23]“Unity.” [Online]. Available: http://unity3d.com/.
[24]“Blueprint.”
[25]“Kinect for Windows.” [Online]. Available: http://www.microsoft.com/en-us/kinectforwindows/.
[26]“Leap Motion.” [Online]. Available: https://www.leapmotion.com/.