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中文部分 1.Garner(2019),T客邦,Gartner:2018年第四季全球智慧型手機銷售停滯,華為逆勢增長37.6%。取自於https://www.techbang.com/posts/68383-gartner2018-s-global-smartphone-sales-stagnated-in-the-fourth-quarter-of-the-year-with-huawei-increasing-against-the-trend-by-376 2.MIC產業情報研究所(2017),【APP使用者調查】遊戲、網購、交通運輸APP崛起。取自於https://mic.iii.org.tw/IndustryObservations_PressRelease02.aspx?sqno=466 3.國家通訊傳播委員會官方網站 4.Newzoo(2018) ,手遊收入佔全球遊戲市場的50%以上,在2018年達到了1377億美元。取自於https://translate.google.com.tw/translate?hl=zh-TW&sl=en&u=https://newzoo.com/insights/articles/the-global-games-market-will-reach-108-9-billion-in-2017-with-mobile-taking-42/&prev=search 5.衛生福利部,聰明上網 拒絕沉迷:2016全國網路使用行為調查報告,https://www.mohw.gov.tw/cp-2621-567-1.html,民106-01-17 6.王智弘 (2007)。校園網路成癮五級預防模式之建立。台灣心理諮商通訊,210。2008年l月21日取自 http://www.heart.net.tw/epaper/210-1.html 7.曾光華、陳貞吟(2002)。體驗行銷的特性與應用。第一屆服務業行銷暨管理學術研討會論文集(頁14-28)。嘉義大學。 8.黃慶源、邱志仁、陳秀鳳(2004)。博物館之體驗行銷策略。科技博物, 9.8(2),47-66。 10.創市際a (2019)。IX 市調解析:網紅篇。創市際雙週刊,146 (12),1-9。 11.創市際a (2020)。IX 市調解析:Z世代觀察篇。創市際雙週刊,147 (1),1-10。
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