參考文獻
中文部分
力世投顧(2001)。〈一同打造你我的虛擬世界-線上遊戲〉。上網日期:2005年4 月29日,取自http://www.pwcm.com.tw/reports05_3.htm#01
孔令芳、蔣鏡明(1997)。〈角色扮演遊戲新手上路篇暨名詞解釋〉。《電腦玩家》,71, 122-128。
史萊姆工作室譯(2003)。《大師談Online Game:線上遊戲企畫、製作、經營聖經》。台北市:上奇科技。(原書Mulligan, J. & Patrovsky, B. [2003]. Developing Online Games: An Insiders Guide. Boston: New Riders.)
史萊姆工作室譯(2003)。《大師談遊戲設計》。台北:上奇科技。(原書Rollings, A. & Adams, E. [2003]. Andrew Rollings and Ernest Adams On Game Design. London : Pearson Education.)
朱道凱譯(1998)。《網路商機:如何經營虛擬社群》。台北:城邦。(原書Hagel Ⅲ, J. &Armstrong, A. [1997]. Net gain : expanding markets through virtual communities. Boston : Harvard Business School Press.)
江姿慧(2000)。《使用者參與虛擬社群之研究》。台灣科技大學資訊管理學研究所碩士論文。李冠佑(2004)。《台灣大型多人線上遊戲沈浸玩家之消費者轉換行為研究》。元智大學資訊傳播學所碩士論文。林于勝(2004)。《遊戲產業現況與發展趨勢分析》。台北:資策會市場中心。
林子凱(2001)。《線上遊戲「天堂」之使用者參與動機與滿意度研究》。國立成奶j學企業管理系碩士論文。林世懿(2004年8月25日)。〈多數的遊戲玩家仍偏好線上遊戲〉,《資策會FIND網際網路資訊情報網站》。上網日期:2005年3月29日,取自http://www.find.org.tw/0105/news/0105_news_disp.asp?news_id=3332
林鶴玲、鄭芳芳(2004年12月)。〈線上遊戲合作行為與社會組織-以青少年玩家血盟參與為例〉,「2004台灣社會學會年會暨研討會」,新竹清華大學。
邱威傑、林義傑、胡為君(2005)。《魔獸世界官方攻略本》。台北:智冠科技。(原書:Lummis, M. & Vanderlip, D. [2005]. World of Warcraft Official Strategy Guide. Indiana: BradyGAMES.)
侯蓉蘭(2002)。《角色扮演的網路遊戲對少年自我認同的影響》。東海大學社會工作學系碩士論文。高子羽(2003)。〈智冠推出首款遊戲主題手機 線上遊戲從電腦激戰到手機〉,《數位時代雙週》,70, 34。
徐勝凌(2004)。《線上遊戲設計吸引力對顧客滿意度影響之研究 》。國立東華大學企業管理學系碩士論文。陷織隉]2004)。《大型多人線上角色扮演遊戲中個人化服務設計之探討》。元智大學資訊傳播學所碩士論文。
陵岍s(1999)。《虛擬社群之研究》。台灣科技大學管理研究所資訊管理學程碩士論文。
陳大任(2005年7月1日)。〈線上玩家遇駭6% 賠5萬〉,《中國時報》,e03聰明消費版。
陳冠中(2002)。《「天堂」遊戲參與者之動機、沉迷與交易行為關係之研究 》。國立中正大學企業管理研究所碩士論文。陳妍伶(2004)。《虛擬社群中的組織公民行為之研究-以線上遊戲團隊為例》。淡江大學資訊管理系碩士論文。陳怡安(2003)。《線上遊戲的魅力:以重度玩家為例》。嘉義縣大林鎮:南華大學社會學研究所。陳秉璋(1985)。《社會學理論》。台北:三民。
莊道明(1998)。〈從台灣學術網路使用調查解析網路虛擬社群價值觀〉,《資訊傳播與圖書館學》,5[1]: 52-61。張武成(2001)。《線上遊戲軟體設計因素與使用者滿意度關聯之研究》。淡江大學資訊管理學系碩士論文張華葆(1992)。《社會心理學理論》。台北:三民。
張滿玲譯(2003)。《社會心理學》。台北:雙葉。(原書Taylor, S.E., Peplau, L.A., & Sears, D.O. [1997]. Social Psychology . Englewood Cliffs, NJ: Prentice-Hall.)
曾懷瑩(2001)。《MUD研究初探: 多元方法探討「龍域傳奇」中的虛擬社區、使用與滿足、以及使用者的虛擬化身》。國立政治大學新聞研究所碩士論文。黃雅慧(2004)。《虛擬世界中的真實人生:線上遊戲成癮現象及其相關因素探究 》。世新大學傳播研究所碩士論文。馮景清(2005年10月21日)。〈線上付費娛樂 GAME居冠〉,《中國時報》,e03 聰明消費/哈燒3C版。
傅鏡暉(2003)。《線上遊戲產業HAPPY書》。台北:遠流。
經濟部數位內容產業推動辦公室(2005)。《2005台灣數位內容產業白皮書》。台北:工業局。
詹超宇(2005)。《社群承諾與信任對成員忠誠度影響之研究》。國立中正大學資訊管理學系研究所碩士論文。葉至誠(1997)。《蛻變的社會-社會變遷的理論與現況》。台北:洪葉文化。
楊棠安(2004)。《線上遊戲玩家表現與其人格特質之研究─以「天堂」為例》。靜宜大學企業管理研究所碩士論文。楊秀敏(2003)。《線上遊戲產品置入傳播效果研究:以線上遊戲創作「kuso世代」為例》。國立政治大學廣告研究所碩士論文。董家豪(2001)。《網路使用者參與網路遊戲行為之研究》。南華大學資訊管理研究所碩士論文。蔡文輝(1989)。《社會學理論》。台北:三民。
廖敏如(2005年12月18日)。〈線上遊戲玩出好姻緣〉,《聯合報》,C3版。
廖鐿鈤(2000)。《網路入侵-虛擬社區對真實世界的滲透》。南華大學社會學研究所碩士論文。賴柏偉(2002)。《虛擬社群:一個想像共同體的形成—以線上角色扮演遊戲【網路創世紀】為例》。世新大學傳播研究所碩士論文。蕃薯藤(2004)。〈2004台灣網路使用調查〉。上網日期:2005年9月1日,取自http://survey.yam.com/survey2004/chart/index.php
謝光萍、吳怡萱議(2006)。《電腦中介傳播:人際互動與網際網路》。(原書Thurlow, C., Lengel, L., & Tomic, A. [2004]. Computer mediated communication : social interaction and the Internet. London ; Thousand Oaks, Calif. : SAGE.)
羅秀文(2005年11月17日)。〈玩家退場,線上遊戲退燒?〉,《聯合晚報》,第23版。
譚天、吳佳真譯(1998)。《虛擬化身:網路世代的身份認同》。台北:遠流。(原書Turkle, S. [1996]. Life on The Screen: Identity in The Age of The Internet. London : Weidenfeld & Nicolson.)
蘇芬媛(1996)。《網路虛擬社區的形成:MUD之初探性研究》。國立交通大學傳播研究所碩士論文。
蘇衡、吳淑俊(1997)。〈電腦網路問卷調查可行性及回覆者特質的研究〉,《新聞學研究》,54:75-100。
英文部分
Allen, N. J., & Meyer, J. P. (1990). The measurement and antecedents of affective, continuance and normative commitment. Journal of Occupational Psychology, 63(1), 1-18.
Anderson, C. (1996). Computer as audience: Mediated interactive messages, E. Forrest & M. Richard(Eds.), Interactive marketing: The present and future. (pp. 149-161). Chicago, IL: NTC Publishing Group.
Armstrong, A. & Hagel Ⅲ, J. (1996). The Real Value of ON-LINE Communities. Harvard Business Review, 74 (3), 134-140
Babbie, E. (1998).The practice of social research. (8rd ed.). Belmont, Calif. : Wadsworth.
Barnes, J. G. (2001). Secrets of customer relationship management. New York : McGraw-Hill.
Becker, H. S. (1960), Notes on the Concept of Commitment. American Journal of Sociology, 66(1), 32-40.
Benkhoff, B. (1997). Disentangling organizational commitment: The dangers of the OCQ for the research and policy. Personnel Review, 26(1/2), 114-131.
Blanchard, A. (2004). Virtual behavior settings: An application of behavior setting theories to virtual communities. Journal of Computer Mediated Communication, 9(2). Retrieved 01 February 2006 from http://jcmc.indiana.edu/vol9/issue2/blanchard.html
Blau, P. M. (1964).Exchange and Power in Social Life. New York: John Wiley & Sons.
Brown, B. &Bell, M. (2004, November). CSCW at play: 'There' as a collaborative virtual environment. Proceedings of the 2004 ACM conference on Computer supported cooperative work (CSCW 2004), Chicago.
Buchanan, B. (1974). Building organizational commitment: The socialization of managers in work organizations. Administrative Science Quarterly, 19(4), 533-546
Choi, D. & Kim, J. (2004). Why people continue to play online games: In search of critical design factors to increase customer loyalty to online contents. CyberPsychology & Behavior. 7(1), 11-24
Cornett, S. (2004, April). The usability of massively multiplayer online roleplaying games: designing for new users. Proceedings of ACM CHI 2004 Conference on Human Factors in Computing Systems, Austria, Vienna.
Curtis, P. (1997). Mudding: Social Phenomena in Text-Based Virtual Realities, S. Kiesler (Ed.), Culture of the Internet (pp. 121-142). Mahwah, N. J.: Lawrence Erlbaum Associates.
De Souza, C. S. & Preece, J. (2004). A framework for analyzing and understanding online communities. Interacting with Computers, 16 (3), 579-610
Dholakia, U. M., Bagozzi, R., & Pearo, L. K. (2004). A social influence model of consumer participation in network- and small-group-based virtual communities. International Journal of Research in Marketing, 21(3), 241-263.
Ducheneaut, N. & Moore, R. J. (2004, November). The social side of gaming: a study of interaction patterns in a massively multiplayer online game. Proceedings of the ACM conference on Computer-Supported Cooperative Work (CSCW 2004), New York.
Dunham, R. B., Grube, J. A., & Castaneda, M. B. (1994). Organizational commitment: The utility of an integrative definition. Journal of Applied Psychology, 79(3), 370-380.
Etzioni, A. (1961). A comparative analysis of complex organizations. New York: The free press.
Gruen, T. W., Summers, J. O., & Acito, F. (2000). Relationship marketing activities, commitment, and membership behaviors in professional associations. Journal of Marketing, 64(3), 34–49.
Gundlach G.T., Achrol R.S. & Mentzer J.T. (1995). The structure of commitment in exchange. Journal of Marketing, 59(1), 78-92
Hagel, J. (1999). Net gain: Expanding markets through virtual communities. Journal of Interactive Marketing, 13(1), 55–65.
Hagsand, O. (1996). Interactive multiuser VEs in the DIVE system. IEEE Multimedia, 3(1), 30-39
Jakobson, M. & Taylor, T. L. (2003). The Sopranos meets EverQuest: social networking in massively multiplayer online games. Proceedings of Digital Arts and Culture Conference (DAC 2003), Melbourne, Australia.
Jones, Q. & Rafaeli, S. (2000). Time to split, virtually: 'Discourse architecture' and 'community building' create vibrant virtual publics. Electronic Markets, 10(4), 214-223.
Kang, I.W., Lee, K.C., Lee, S. & Choi, J. (2004). Investigation of online community voluntary behavior using cognitive map. Computer in Human Behavior. In Press, Corrected Proof, Available online 30 April 2004
Kanter R.M. (1968). Commitment and Social Organization: A Study of Commitment Mechanisms Utopian Communities. American Sociological Review, 33(4), 499-517.
Kim, A. J. (2000). Community building on the Web: Secret strategies for successful online communities .Berkeley, CA: Peachpit Press.
Lee, F. S., Vogel, D., & Moez, L. (2003). Virtual community informatics: A review and research agenda. Journal of Information Technology Theory and Application, 5(1), 47-61.
Manninen T. (2003). Interaction Forms and Communicative Actions in Multiplayer Games. The International Journal of Computer Game Research 3(1). Retrieved 15 February 2006 from http://www.gamestudies.org/0301/manninen/
McWilliam, G. (2000). Building stronger brands through online communities. Sloan Management Review, 41(3), 43–54.
Morris, J.H. & Sherman, J.D. (1981). Generalizability of an organizational commitment model. Academy of Management Journal, 24(3), 512-526.
Morrow, P. C. (1983). Concept redundancy in organizational research: The case of work commitment. Academy of Management Review, 8(3), 486-500.
Mowday, R. T., Steers, R. M., & Porter, L. W. (1979). The measurement of organizational commitment. Journal of Vocational Behavior, 14(2), 224-247.
Mowday, R. T., Steers, R. M., & Poter, L. W. (1982). Employee-organization linkage-the psychology of commitment absenteeism and turnover. New York: Academic Press.
Muniz, A., Jr., & O’ Guinn, T. C. (2001). Brand community. Journal of Consumer Research, 27(4), 412–432.
Muratmutsu, J. &Ackerman, M. (1998). Computing, Social Activity, and Entertainment: A Field Study of a Game MUD. Computer Supported Cooperative Work 7(1), 87-122
Palumbo, D. J. & Maynard-Moody, S. W. (1991). Contemporary Public Administration, N. Y.: Longman Publishing Group.
Porter, C. E. (2004). A Typology of Virtual Communities: A. Multi-Disciplinary Foundation for Future Research. Journal of Computer Mediated Communication Mediated Communication, 10(1). Retrieved 10 January 2006 from http://jcmc.indiana.edu/vol10/issue1/porter.html
Porter, L. W., Steers, R. M., Mowday, R. T., & Boulian, P. V. (1974). Organization commitment, job satisfaction, and turnover among psychiatric technicians. Journal of Applied Psychology, 59(5), 603-609.
Preece, J. (2001a). Online communities: Usability, Sociability, Theory and Methods. In R. Earnshaw, R. Guedj, A. van Dam &T. Vince (Eds.), Frontiers of Human-Centred Computing, Online Communities and Virtual Environments. (pp. 263-277). London: Springer
Preece, J. (2001b). Sociability and usability in online communities: Determining and measuring success. Behaviour and Information Technology, 20 (5), 347-356.
Rafaeli, S. & Sudweeks, F. (1997), Networked interactivity. Journal of Computer-mediated Communication, 2(4). Retrieved 12 January 2006 from http://jcmc.indiana.edu/vol2/issue4/rafaeli.sudweeks.html]
Reichers, A. E. (1985). A review and reconceptualization of organizational commitment. Academy of Management Review, 10(3), 465-476.
Rheingold, H. (1993). The virtual community: homesteading on the electronic frontier. Reading, Mass.: Addison-Wesley.
Rockwell, G. (2002). Gore galore: Literary theory and computer games. Computers and the Humanities, 36(3), 345-.358
Romm, C., Plisjin, N. R. (1997). Virtual communities and society: Toward and Integrative three phase model. International Journal of Information Management, 17(4), 261-270.
Rusbult, C. E., & Buunk, B. P. (1993). Commitment processes in close relationships: An interdependence analysis. Journal of Social and Personal Relationships, 10, 175-204.
Seay, A.F., Jerome, W.J., Lee, K.S., & Kraut, R.E. (2004, April). Project Massive: A Study of Online Gaming Communities. Paper presented at the CHI 2004, Vienna, Austria. Shaffer, DW (in press)
Sheldon, M.E. (1971). Investments and Involvements as Mechanisms Producing Commitment to the Organization. Administrative Science Quarterly, 16(2), 143-150.
Shore, L. M., & Tetrick, L. E. (1991). A construct validity study of the survey of perceived organizational support. Journal of Applied Psychology, 76(5), 634–643.
Singhal, S. &Zyda, M. (1999). Networked Virtual Environments: Design and Implementation. New York: ACM Press.
Stanley & Markman(1992). Assessing commitment in personal relationships. Journal of Marriage and The Family, 54, 595-608
Watson, N. (1997). Why we argue about virtual community: A case study of the phish.net fan community. S. Jones(Ed.), Virtual Culture (PP.102-132). London: Sage Publications.
Wellman, B. (2001). Physical Place and Cyber Place: The Rise of Personalized Networking. International Journal of Urban and Regional Research, 25(1), 227-252.
Wellman, B., Salaff, J., Dimitrova, D., Garton, L., Gulia, M., & Haythornthwaite, C. (1996). Computer networks as social networks: Collaborative work, telework, and virtual community. Annual Review of Sociology, 22(1), 213-238.
Wiener, Y. (1982). Commitment in organizations: A normative view. Academy of Management Review, 7(3), 418-428.
Witmer, B. G., Bailey, J. H., & Knerr, B. W. (1996). Virtual spaces and real world places: transfer of route knowledge. International Journal of Human-Computer Studies, 45(4), 413-428