中文部分:
王宗立,2002,個人沉浸體驗、任務/科技配適度及科技接受之實徵研究-以電子郵件使用為例,樹德科技大學,碩士論文。何春吉,2004,生活壓力管理,雲林縣社區大學通識課程。
吳宗洲,2004,色彩組合之主觀偏好及腦波評估,國立台灣科技大學,碩士論文。周惠莉,2003,五大人格特質、性別角色與轉換型領導關聯性之研究,中原大學,碩士論文。林惠玲和陳正倉,1999,應用統計學,雙葉出版,台北。
洪禹利,2002,肥胖患者減重過程中組織阻抗之量測與評估,中原大學,碩士論文。高竟峰,2003,流暢經驗與飛鏢投擲運動表現及腦波關係之研究,台北市立體育學院,碩士論文。陳冠中,2003,「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,碩士論文。陳軼辰,2003,線上遊戲參與行為-消費者性別角色認同之探討,長庚大學,碩士論文。許嘉泉,2003,探討國中學生價值觀與線上遊戲經驗的相關研究,國立高雄師範大學,碩士論文。曾坤章,2006,你開悟了嗎?遠離豬頭,擁抱佛陀,小海豚意識科技,台北。
黃瓊慧,2000,從沈浸(flow)理論探討台灣大專學生之網路使用行為,國立交通大學,碩士論文。彭淑芸,2003,網路沉迷關聯模型之建構與連線遊戲中斷探討,中原大學,碩士論文。張樑治,2003,安養機構老人人口變項、心流體驗、休閒滿意與生活滿意之關係,國立東華大學,碩士論文。張裕隆,2003,全般照明環境下色溫度變化對心理與生理反應之研究,國立成功大學,碩士論文。張翊祥,2004,團隊成員人格特質組合對團隊效能影響之研究-以團隊互動過程為中介變項,中原大學,碩士論文。楊珮茹,2003,消費者購物動機、涉入與心流經驗關係之研究-以百貨公司女性消費者為例,國立高雄第一科技大學,碩士論文。楊峻瑀,2005,催眠影片與音效於勞工安全教育之研究,國立中興大學,碩士論文。劉儀譯,Anna Wise著,1998,潛能總開關-運用腦波啟動內在力量,初版,方智出版,台北。
羅麗娟,2003,不同目標取向在飛鏢投擲之腦波心生理學研究,台北市立體育學院,碩士論文。英文部分:
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Branch, J.L., 2001, “Junior high students and Think Alouds Generating information-seeking process data using concurrent verbal protocols”, Library and Information Science Research, Vol. 22, pp. 107-122.
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網站部分:
中國文化大學推廣教育部,2006,誰是大老闆測驗。
http://www.sce.pccu.edu.tw/card/boss/
軟體王,2006,軟體註冊中心。
http://reg.softking.com.tw/
資策會,2003,電動遊戲為美國當代大學生的普遍娛樂。
http://www.find.org.tw/find/home.aspx?page=news&id=2757
資策會,2005,女性偏愛手機遊戲 然男性下載率比較高。
http://www.find.org.tw/find/home.aspx?page=news&id=3768
ASUA
http://taiwan.asus.com.tw/
IBM Taiwan
http://www.ibm.com/tw/
SecuGen Biometric Solutions
http://www.secugen.com/