(一)網路部分
[1]MY3Q問卷調查中心,http://www.my3q.com/
[2]NUA網路調查報告,http://www.nua.com/surveys/how_many_online/index.heml
[3]PC home搜尋引擎,http://dir.pchome.com.tw/computer/software/game/pc_game/
[4]Bartle, R.(1996), “Hearts, Clubs, Diamonds, Spades: Players Who Suit MUDs”, http://www.mud.co.uk/richard/hcds.htm
[5]巴哈姆特電玩資訊站,http://www.gamer.com.tw/
[6]希望online台灣官方網站,http://www.sealonline.com.tw/
[7]陳世運(2002),「台灣有近四成的網友上網玩遊戲」,http://www.find.org.tw/0105/news/0105_news_disp.asp?news_id=2336
[8]智冠科技股份有限公司91年度年報(2002),http://mops.tse.com.tw/
[9]遊戲基地電玩資訊站,http://www.gamebase.com.tw/
[10]遊戲橘子數位科技股份有限公司91年度年報(2002), http://ir.gamania.com/
[11]數博網(2001),「台灣線上遊戲市場調查報告」,http://www.superpoll.net/
[12]薛念祖(1998),「電子娛樂風潮下的線上遊戲市場」, http://mouse.oit.edu.tw/Hope/199803/text4.htm
[13]藍色知更鳥問卷調查中心,http://robin.onlyfun.net/
(二)中文部分
[1]Mulligan J. & Patrovsky B.(2003),大師談Online Game:線上遊戲企劃、製作、經營聖經,台北市:上奇科技。
[2]Uma Sekaran(2003),企業研究方法,台北市:智勝文化。
[3]吳幸容(2000),「行動電話消費者滿意度之研究」,未出版之碩士論文,長榮管理學院經營管理研究所。[4]吳明隆(2003),SPSS統計應用學習實務:問卷分析與應用統計,台北市:知城數位科技。
[5]呂育亭(1996),「我國網路使用者生活型態及其使用行為之分析」,未出版之碩士論文,銘傳大學大眾傳播學研究所。[6]呂堂榮(2002),「國道客運業服務品質、顧客滿意度與移轉障礙對消費者行為意向之影響」,未出版之碩士論文,國立交通大學運輸科技與管理學研究所。[7]李文生(1997),「全球資訊網使用者之區隔及其使用型態之研究-以台北市大學學生為例」,未出版之碩士論文,國立交通大學管理科學研究所。[8]沈吉育(1997),「全球資訊網上的多人情境學習遊戲」,未出版之碩士論文,國立中央大學資訊工程研究所。[9]林子凱(2002),「線上遊戲『天堂』之使用者參與動機與滿意度研究」,未出版之碩士論文,國立成功大學企業管理研究所。[10]林茂興(2002),「以生活型態區隔台北地區ADSL 消費者對多媒體服務接受意願之研究」,未出版之碩士論文,國立交通大學經營管理研究所。[11]林清山(1993),心理與教育統計學,台北市:東華書局。
[12]林淑禎(2001),「線上遊戲產業探討」,永昌證券投資季刊,頁47-52。[13]林龍興(2002),「關係行銷結合策略與生活型態對顧客忠誠度影響之研究-以網路購物與線上拍賣為例」,未出版之碩士論文,東吳大學國際貿易研究所,頁16。[14]邱皓政(2000),量化研究與統計分析-SPSS中文視窗版資料分析範例解析,台北市:五南出版社。
[15]張武成(2002),「線上遊戲軟體設計因素與使用者滿意度關聯之研究」,未出版之碩士論文,淡江大學資訊管理研究所。[16]張炯明(1996),「臺灣地區網際網路(INTERNET)消費者之購買行為研究」,未出版之碩士論文,國立中興大學企業管理研究所。[17]張紹勳、張紹評、林秀娟(1993),SPSS For Windows多變量統計分析,台北市:松崗電腦圖書資料。
[18]張意珮(2002),「線上遊戲使用者轉換因素之研究」,未出版之碩士論文,元智大學資訊管理研究所。[19]張裕淵(2000),「以生活型態觀點探討台灣地區銀行網路金融服務市場區隔之研究」,未出版之碩士論文,國立中央大學資訊管理研究所。[20]張毅志(1998),「網際網路交易潛在消費者特性之研究」,未出版之碩士論文,國立中興大學企業管理研究所。[21]陳佳評(1994),「多媒體遊戲的劇本企劃及快速產生雛形環境」,未出版之碩士論文,國立中央大學資訊及電子工程研究所碩士論文。[22]陳佳評、林克峰(1995),PC多媒體遊戲展示製作剖析與實務,台北市:旗標出版社。
[23]陳俊良(2002),「線上遊戲顧客忠誠度之研究」,未出版之碩士論文,國立台灣科技大學企業管理研究所。[24]陳冠宇(1997),「線上遊戲服務市場現況與未來」,光碟月刊,頁92-96。
[25]陳盈德(1998),「WWW電子商店之市場區隔研究」,未出版之碩士論文,東吳大學企業管理研究所。[26]楊俊軒(1998),「網際網路消費行為之研究」,未出版之碩士論文,國立政治大學資訊管理研究所。
[27]董家豪(2001),「網路使用者參與網路遊戲行為之研究」,未出版之碩士論文,南華大學資訊管理研究所。[28]資策會MIC IT IS (2002),「我國遊戲市場現況分析」,經濟部產業技術資訊服務推廣計畫,頁254。
[29]管孟忠、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」,2003電子商務與數位生活研討會,頁1544-1564。。
[30]賴沐烜(1994),「可再用遊戲元件開發及遊戲軟體實作之個案研究」,國立交通大學資訊工程研究所碩士論文。[31]羅進明(1998),「網際網路使用者的市場區隔─以清、交學生為例」,未出版之碩士論文,國立交通大學管理科學研究所碩士論文。[32]嚴如鈺(2002),「民宿使用者消費型態之研究」,未出版之碩士論文,輔仁大學生活應用科學研究所。(三)英文部分
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