一、中文部分
丁崇民(2009),行動遊戲之可用性與沉浸性對使用者滿意度的影響,國立暨南國際大學資訊管理研究所未出版碩士論文,90-100。朱怡璇(2005),從個體的享樂與實用消費價值,探討廣告訴求呈現、產品功能屬性對廣告廣告效果的影響—以科技產品為例,政治大學廣播電視研究所未出版碩士論文。宋雅雯(2012),影響社群網站持續使用意圖因素之研究-以Facebook粉絲專頁為例,國立東華大學企業管理研究所未出版碩士論文,1-5。李俊彥(2012),以社交、地方、節慶觀點探討網路團購之持續使用意圖,國立中央大學資訊管理研究所未出版碩士論文,1-58。周佩儀(2012),以享樂與實用性價值探討旅遊參與態度之研究,國立臺北教育大學社會與區域發展研究所未出版碩士論文,45-55。林正(2009),智慧型手機應用軟體之使用者滿意度與意願之研究-以蘋果(Apple)App Store為例,實踐大學企業創新與創業管理研究所未出版碩士論文,60-70。張宗榮(2012),以整合性科技接受模式及沉浸理論探討App 之使用行為模式-以行動社群App 為例,國立臺中教育大學數位內容科技研究所未出版碩士論文。張淑青(2004),服務知覺價值多構面亮表之實證研究,企業管理學報, 63(12), 95-120。許麗玲,陳至柔,陳澔輝(2013),雲端 ERP 系統服務品質與持續
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陳其生(2007),智慧型手機之消費者行為研究-以商務人士為例,銘傳大學管理學院高階經理研究所未出版碩士論文,53-57。陳建宏(2011),流暢感覺經驗與認知有用性、認知易用性、認知有趣性對網路遊戲玩家的持續使用意願影響之研究,國立屏東教育大學教育科技研究所未出版碩士論文,1-85。楊彥甫(2012),消費者使用遊戲類行動應用程式(App)之行為研究–影響因素、購買機率、市場佔有率、以及預估App Store與Google Play之市場相互掠奪程度,國立東華大學資訊管理研究所未出版碩士論文,125-133。資策會(2013),服務創新體驗設計系統研究與推動計畫(1/4) [線上資料]. Available:http://www.find.org.tw/find/home.aspx?page
=many&id=356 [2013, August 10]
劉雨潔(2012),智慧型手機之體驗行銷對顧客滿意度之影響-以人
格特質為調節變數,國立中正大學企業管理研究所未出版碩士論文,53-64。
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