一、 中文部份
1.邱皓政 (2002),量化研究與統計分析:SPSS中文視窗版資料分析範例解析,五南圖書。
2.邱皓政 (2003),結構方程模式:LISREL的理論技術與應用,台北:雙葉書廊。
3.吳萬益 (2005),企業研究方法,第二版,台北:華泰書局。
4.陳耀茂 (2004),共變異數構造分析的AMOS使用手冊,台北:鼎茂圖書
5.莊妙華 (2001),網路商店使用智慧型店員對消費者購買意願影響之研究,國立中山大學資訊管理研究所未出版碩士論文。6.劉智華 (2001),網站體驗與上站忠誠度之關係研究—以資訊提供型網站為例,中原大學資訊管理學系未出版碩士學位論文。7.劉晏尚 (2005),探討企業建立網際網路對顧客關係影響之研究—以服務業為例,中原大學國際貿易學系未出版碩士學位論文。8.傅鏡暉 (2005),「遊戲產業的成功案例之三—巴哈姆特」,經濟部數位內容產業週報第46期,取自:http://www.digitalcontent.org.tw/e/temp/940518/game.htm。
9.楊敦質 (2005),「從PC Game到Digital TV Game」,電子商務時報,取自:http:////www.ectimes.org.tw/searchshow.asp?id=7235&freetext=全球遊戲產業&subject=。
10.潘明君 (2004),「由2003年家庭連網應用調查分析線上遊戲族群特性」,財團法人資訊工業策進會,取自:http://www.find.org.tw/find/home.aspx?page=many&id=78。
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