一、中文部份
中華民國電子競技運動協會 (2017)。新時代的運動─電子競技概論。臺北市:中華民國電子競技運動協會。
巴白山、段雲豪 (2015)。分析電子競技運動的行銷策略。國北教大體育,10,19-29。
巴哈姆特 (2016)。巴哈姆特 20 週年企劃之裏數據大蒐秘!一窺你所不知道的巴哈姆特大數據真相。取自GNN新聞網,https://gnn.gamer.com.tw/0/139180.html
何培奕 (2013)。中國電子競技產業的現狀與發展研究 (未出版碩士論文)。上海外國語大學,上海市。
余宗龍、李永祥 (2013) 。計畫行為理論於運動比賽現場觀賞研究領域之應用。中華體育季刊,27(4),297-307。
吳明隆 (2007)。SPSS統技應用學習實務:問卷分析與應用統計。臺北市:知城數位科技。
呂宛蓁 (2007)。職棒現場觀眾參與行為意圖模式之建構 (未出版博士論文)。國立臺灣師範大學,臺北市。呂宛蓁、鄭志富 (2008)。職棒觀眾觀賞行為意圖模式之研究。大專體育學刊,10(3),57-71。
李彤嫣 (2014)。台灣與南韓國家競爭優勢之比較研究:以電子競技產業為例 (未出版碩士論文)。國立成功大學,臺南市。李宗浩、王健、李柏 (2004)。對我國電子競技運動職業化、產業化現狀的研究。吉林體育學院學報,22 (1),43-44。
林錫波 (2009)。以計畫行為理論及階段行為改變模式探討大學生在中華職棒之觀賞意圖。大專體育學刊,11(2),57-68。
花岳彤 (2016)。電子競技觀眾之動機對於消費行為影響之研究: 即時戰略類遊戲與卡牌類遊戲之間的比較 (未出版碩士論文)。國立成功大學,臺南市。邱皓政(2011)。結構方程模式─LISREL的理論技術與應用。臺北市:雙葉。
唐周毅 (2008)。電子競技運動之發展與策略 (未出版碩士論文) 。國立臺灣體育大學,臺中市。徐茂洲、葉明如 (2012)。鳳山體育館 SBL 超級籃球聯賽男女現場觀眾觀賞行為意圖模式之恆等性檢定。運動休閒管理學報,9(2),1-21。
曹校章、蕭嘉惠 (2009)。運動消費者觀賞動機模式驗證以 SBL 超級籃球聯賽爲例。體育學報,42(2),29-48。
許建民 (2006)。職棒比賽現場觀賞行為意圖之研究-計畫行為理論之應用。國立體育學院論叢,17(4),11-24。
陳忠誠 (2005)。大學生參與現場觀賞SBL 超級籃球聯賽行為意圖之研究-以文化大學學生為例 (未出版碩士論文)。臺北市立體育學院,臺北市。彭小惠 (2008)。94學年度UBA主場運動觀眾消費頻率、觀賞動機與滿意度。臺灣體育運動管理學報,6,99-116。
曾嘉政 (2015)。運用計畫行為理論探究觀賞電子競技運動比賽行為意圖 (未出版博碩士論文)。華夏科技大學,新北市。曾靉 (2017)。1600萬台灣人都在看!Twitch營運長Kevin Lin談遊戲直播的下一個未來。取自數位時代,https://www.bnext.com.tw/article/42943/twitch-focus-on-mobile-app-and-content-in-2017
黃金柱 (1992)。體育運動策略性行銷。臺北市:師大書苑出版。
資誠臺灣 (2018)。2018全球與臺灣娛樂暨媒體展望報告。資誠臺灣。https://www.pwc.tw/zh/news/press-release/press -20180606.html
熊鴻鈞 (2009)。超級籃球聯賽現場觀眾消費行為意圖模式之研究 (未出版碩士論文)。國立臺灣師範大學,臺北市。劉健 (2006)。電玩世紀—奇炫的遊戲世界。廣西:百花文藝出版社。
蔡傑 (2011)。台灣電子競技產業現況初探—以台灣電子競技聯盟(TeSL) 為例 (未出版碩士論文)。國立臺北教育大學,臺北市。蔣鏡明、李宜安 (譯) (2004)。圖解電子遊戲史增訂版。臺北市:麥格羅‧希爾。(Demaria &Wilson, 2002)
蘇榮裕 (2015)。第12季超級籃球聯賽現場觀眾在運動賞析行為意圖研究。嘉大體育健康休閒期刊,14(1),12-23。
二、英文部份
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