壹、中文部份
[1]Andrew Rollings、Ernest Adams,大師談遊戲設計,上奇科技發行,2004,台北。
[2]Andrew Rollings、Dave Morris,大師談遊戲架構與設計理論,上奇科技發行,2004,台北。
[3]Jessica Mulligan、Bridgette Patrovsky,大師談Online Game線上遊戲,初版,上奇科技發行,2003,台北。
[4]Satan,遊戲之外《線上遊戲》,藍鯨出版社,2002,台北。
[5]力世投顧公司,2002,一同打造你我的虛擬世界-線上遊戲。
[6]天堂2,遊戲官網,2008,取自
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[7]王石番,傳播內容分析法:理論與實證,幼獅書局,1992,台北。
[8]沈吉育,「全球資訊網上的多人情境學習遊戲」,國立中央大學資訊工程研究所碩士論文,1997。[9]柯舜智,「虛擬空間,真實經驗:青少年與線上遊戲的互動意涵」,玄奘資訊傳播學報,1:43-69,2004。[10]胡士中,「以軟體元件及規則為基礎的網際網路遊戲引擎製作」,國立台灣科技大學電子工程系碩士論文,2000。[11]張智超、虞孝成,「網咖‧連線遊戲 e 軍突起」,台北,聯經出版公司,2001。
[12]傅鏡輝,「線上遊戲產業Happy書:帶領你深入了解OnLine Game產業」,初版,台北市,遠流出版事業股份有限公司,2003。
[13]傅鏡輝,「線上遊戲產業之道--數位內容、營運經驗」,初版,台北市,上奇科技,2004。
[14]游佳萍、陳妍伶,「虛擬社群中的組織公民行為之研究-以線上遊戲團隊為例」,資訊社會研究,2006。[15]黑色陰謀,遊戲官網,2008,取自http://www.cabal.com.tw/index.aspx,2007/04/12上網擷取。
[16]資策會MIC,「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」,2002。
[17]資策會「2006資訊工業年鑑」,
http://mic.iii.org.tw/intelligence/reports/dblist1.asp?f=4&menu=421&func=db&cate=db1&msno=1072,2006,2007/04/12上網擷取。
[18]資策會MIC,「台灣網路娛樂行為分析」,http://mic.iii.org.tw/intelligence/search/
search_more.asp?tp=t&queryText=線上遊戲&shrink=no&FromYr=2004&
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[19]資策會MIC,「台灣線上遊戲玩家行為分析」,
http://mic.iii.org.tw/intelligence/search/search_more.asp?tp=t&queryText=線上遊&shrink=no&FromYr=2004&FromMon=1&ToYr=2007&ToMon=5&mode=0&at=0&ItemNo=20&column=2&output_format=1,2006b,2007/04/12上網擷取。
[20]董家豪,「網路使用者參與網路遊戲行為之研究」,私立南華大學資訊管理學系碩士論文,2000。
[21]鄒立圓,工研院IEK-ITIS計畫「全球地區性家庭網路成長趨勢分析」,2004。
[22]魔獸世界,遊戲官網,2008,取自http://www.wowtaiwan.com.tw,2007/04/12上網擷取。
貳、英文部份
[1]Alessi, S. M. and Trollip, S. R., Computer-Based Instruction: Methods and Development, Englewood Cliffs, NJ: Prentice-Hall, 1985.
[2]Chou, C. and Tsai, M. J., “Gender Differences in Taiwan High School Students Computer Game Playing,” Computers in Human Behavior, 2007, pp.812-824.
[3]Chen, K. T., Huang, P., and Lei, C. L., “Game Traffic Analysis: An MMORPG Perspective,” Computer Networks, 2006, pp.3002-3023.
[4]Hsu, C.C. and Liang, C.C., “A Study of Design of Personalized Service in Massively Multiplayer Online Roleplaying Game,” Journal of Educational Media and Library Sciences, Vol. 42 No. 2, 2004, pp.221-242.
[5]Ko, C.H., Yen, J.U., Yen, C.F., Lin, H.C. and Yang, M.J., “Factors Predictive for Incidence and Remission of Internet Addiction in Young Adolescents: A Prospective Study,” Cyberpsychology & Behavior, Vol. 10, No. 4, 2007 pp.545-551.
[6]Gao, Y., “Factors Influencing User Trust in Online Games,” The Electronic Library, Vol. 23, No. 5, 2005, pp.533-538.
[7]Hsu, C.C. and Liang, C.C., “A Study of Design of Personalized Service in Massively Multiplayer Online Roleplaying Game,” Journal of Educational Media and Library Sciences, Vol.42, No. 2, 2004, pp. 221-242.
[8]Hsu, C.L. and Lu, H.P., “Why do People Play On-line Games? An extended TAM with Social Influences and Flow Experience,” Information and Management, vol 41, no 7, 2004, pp.853–868.
[9]Ian, MacInnes and Hu, L., “Business Models and Operational Issues in the Chineseonline Game Industry,” Telematics and Informatics, Vol. 24, 2007, pp.130-144.
[10]Charlton, J.P. and Danforth, Ian D.W., “Distinguishing Addiction and High Engagement in the Context of Online Game Playing,” Computers in Human Behavior, Vol. 23, 2007, pp.1531-1548.
[11]Jarett, A. & Estanislao, J., “IGDA Online Games White Paper Full Version,” International Game Developers Association, Retrieved October 11, 2002, from the World Wide Web: http://www.igda.org/online_report.htm.
[12]Chen, Kuan-Ta and Huang, Polly and Lei, Chin-Laung, “How Sensitive are Online Gamers to Network Quality?,” Communications of the ACM, 2006, pp.34-38.
[13]K.T. Chen and P. Huang and C.L. Lei, “Game Traffic Analysis: An MMORPG Perspective,” Computer Networks, Vol. 50, No. 16, November 2006, pp.13-14
[14]Kyung Hoon Kim, Jin Yong Park, Dong Yul Kim, Hak il Moon, Ho Chan Chun, “E-lifestyle and Motives to Use Online Games,” Irish Marketing Review, 2002, PP.71-77.
[15]Mulligan, J. and Patrovsky, B., Developing Online Games: An Insider’s Guide, New Riders Publishing, 2003.
[16]Rollings, A. and Morris, D., Game Architecture and Design: Learn the Best Practices for Game Design and Programming, Berkeley, CA: New Riders Games, 2003.
[17]Rollings, A. and Adams, E., Andrew Rollings and Ernest Adams on Game Design, New Riders. 2003.
[18]Salen, K. and Zimmerman, E., Rules of Play: Game Design Fundamentals, Cambridge, MIT Press, 2004.
[19]Sawyer, B., The Ultimate Game Developer’s Source Book, AZ, Coriolis Group, 1996.