|
英文文獻 1.Alexander Osterwalder, Yves Pigneur (2010), business model generation (ISBN: 978-0-470-87641-1) 2.Andrew McAfee, Erik Brynjolfsson (2017), Machine, Platform, Crowd: Harnessing Our Digital Future (ISBN: 978-1543615791) 3.Barney, J. (1991). Firm resources and sustained competitive advantage. Journal of management 4.Barney, J. B., & Hesterly, W. S. (2010). VRIO Framework. In Strategic Management and Competitive Advantage. New Jersey: Pearson. 5.Birger Wernerfelt (1984), A Resource-based View of the Firm, Strategic Management Journal 5 6.C. Christensen (1997), The innovator''s dilemma: when new technologies cause great firms to fail, Boston, Massachusetts, USA 7.C. Christensen (2003). The innovator''s solution: creating and sustaining successful growth. Harvard Business Press 8.C. Christensen, Bohmer, Richard, & Kenagy, John. (2000). Will Disruptive Innovations Cure Health Care? Harvard Business Review. 9.C. Christensen; R. Rossenbloom, Explaining the attacker’s advantage; Technological paradigms, Organzational dynamic, and the Value Network. 10.Coase, R.H. (1937). The nature of the firm. economica 11.David Ricardo (2005), The Works and Correspondence of David Ricardo, ed. Piero Sraffa with the Collaboration of M.H. Dobb 12.Joshua Gans (2016), The Disruption Dilemma, MIT Press 13.Kim, W.C.; Mauborgne, R. (2004). Blue Ocean Strategy: How to Create Uncontested Market Space and Make the Competition Irrelevant. Boston: Harvard Business School Press. 14.M. Berry; J. Taggart (1994), Managing Technology and Innovation: a review, R&D Management 15.Michael E. Porter (1979), How Competitive Forces Shape Strategy , Harvard Business Review 16.Newzoo (2014), 2014 Global Games Market Report 17.Newzoo (2015), 2015 Global Games Market Report 18.Newzoo (2016), 2016 Global Games Market Report 19.Thomas L. Friedman (2005), The World is Flat (ISBN 1-59397-668-2) 20.Twitch (2015), 2015 Retrospective 21.Twitch (2016), 2016 Retrospective 22.Weihrich, Heinz (1982), The SWOT Matrix – A Tool for Situational Analysis, 中文文獻 1.iThome(2002), 網路遊戲行為調查:玩家最在意遊戲的連線品質, https://www.ithome.com.tw/node/17154 2.KPMG (2016), 亞太電商概覽 3.POE開發團隊 (2014), 開發者日誌:我們不喜歡被稱為 MMORPG (下)https://web.poe.garena.tw/garena-page/news/56 4.Yahoo 奇摩市調中心 (2017), 2017 Yahoo奇摩電玩大調查 5.力世管理顧問公司(2001), 一同打造你我的虛擬世界-線上遊戲, http://www.pwcm.com.tw/reports05_5.htm 6.中華民國國家發展委員會(2017), 2017年數位機會調查報告 7.日盛證券投資顧問股份有限公司 (2017), 遊戲橘子訪談報告 8.財團法人台灣網路資訊中心(2014), 台灣網路發展大事電子報, http://www.myhome.net.tw/timeline/images/internet_timeline02.pdf 9.財團法人資訊工業策進會 (2016), 2016臺灣遊戲市場白皮書 10.陳俊良(2002), 線上遊戲顧客忠誠度之研究 11.資策會(2015), 電子商務估計成長數據 12.遊戲橘子 2002~2016年報,取自http://ir.gamania.com/irwebsite_c/annual.php 13.劉佳苹(2013), 新興市場數位發展機會特輯─數位遊戲發展現況與機會 p.26 14.蘋果日報(2007), 橘子《楓之谷》貢獻10億元營收https://tw.appledaily.com/entertainment/daily/20070104/23153929
|