一、中文文獻
KANTAR凱度洞察(2019年5月7日)。男女偏好大不同!台灣手遊市場要如何繼續成長?。動腦新聞。https://www.brain.com.tw/news/articlecontent?ID=47721#TdTyt0lm。
王又鵬、陳信全、曾忠蕙(2015)。網路遊戲促銷活動透過知覺價值對購買意願的影響效果-以網路遊戲涉入程度為干擾變數。東吳經濟商學學報,91,81-108。
王暐婷(2021年10月7日)。台灣手遊營收「全球前十」!怎麼讓玩家甘心掏錢?專家點出「這些」因素。TVBS新聞網。https://news.tvbs.com.tw/life/1602871。
邱瀅萍(2015)。「LINE」者不拒:行動遊戲內購意圖探討以LINE品牌遊戲為例〔未出版之碩士論文〕。國立中山大學。姜玟安(2020)。網路口碑、品牌態度、手遊成癮對手機遊戲內購買意圖的影響:以知覺價值為中介變項〔未出版之碩士論文〕。國立臺北商業大學。陳品宇(2011)。產品品質、知覺價值對行動遊戲購買意願影響之研究〔未出版之碩士論文〕。天主教輔仁大學。陳泰元(2014)。行動裝置線上遊戲玩家沉浸體驗對遊戲使用行為影響之研究-以行動遊戲為例〔未出版之碩士論文〕。國立臺東大學。陳意青(2015)。探討智慧型行動裝置應用程式服務內購買之意願〔未出版之碩士論文〕。國立彰化師範大學。湯玲郎、蔡金倉、李易軒(2021)。以科技接受模式及沉浸體驗理論探討消費者網路購物行為。品質學報,28(6),379-412。
黃昆山(2012)。以沉浸理論探討臉書遊戲商品購買意願〔未出版之碩士論文〕。國立中央大學。黃敦晴(2020年8月18日)。線上遊戲「課金」潮,你的孩子是否也跟風?。親子天下。https://www.parenting.com.tw/article/5087129。
黃睦祐(2020)。手機遊戲美學與沉浸體驗對購買意願之研究,以網路口碑為中介變數〔未出版之碩士論文〕。國立屏東大學。裘富凱(2016)。動機與偏好對手機遊戲消費行為之影響〔未出版之碩士論文〕。國立政治大學。謝承哲(2015)。使用現實貨幣購買行動遊戲中虛擬物品之研究〔未出版之碩士論文〕。國立中山大學。顏婷如(2015)。使用者餐與社群遊戲之沉浸體驗對享樂價值、社會認知與認知服務品質之影響-以 LINE 遊戲為例〔未出版之碩士論文〕。東吳大學。蘇晟彥(2021年10月13日)。台灣2020年成全球五大課金國「年花560億」…課到破產籲轉蛋法成立。ETtoday 新聞雲。https://game.ettoday.net/article/2099352.htm#ixzz7GwAdfXwL。
蘇鈺婷(2015)。應用程式內購買意圖之研究-以通訊軟體LINE為例〔未出版之碩士論文〕。國立中山大學。二、英文文獻
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Zhao, L., & Lu, Y. (2012). Enhancing perceived interactivity through network externalities: An empirical study on micro-blogging service satisfaction and continuance intention. Decision support systems, 53(4), 825-834.