參考文獻 |
一、 英文文獻
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二、 中文文獻
1. 王渝薇,玩線上遊戲是計畫行為嗎? — 以沉浸經驗延伸計畫行為理論,國立中央大學資訊管理研究所碩士論文,2010。
2. 陳盈治,以計劃行為理論及體驗價值探討使用者之手機遊戲行為,銘傳大學資訊學系碩士班碩士論文,2010。
3. 張廷宇,軟體內購買(In-App Purchases)是衝動行為嗎?,國立中央大學資訊管理研究所碩士論文,2012。
4. 周長青,探討影響消費者使用智慧型手機的行為意向,中華大學碩士論文,2014
5. 謝孟航,以沉浸理論探討智慧型行動裝置對使用者人際關係之影響,大同大學,2014
6. 陳逸翔,功能性軟體使用者進行應用程式內購買之影響因素研究,國立中央大學資訊管理研究所碩士論文,2015。
三、 網路資料
1. 科技產業資訊室-Kyle,2012年手機銷售量呈現衰退1.7%,2013,http://cdnet.stpi.narl.org.tw/techroom/market/eetelecomm_mobile/2013/eetelecomm_mobile_13_010.htm。
2. 觸手遊戲-手油君,Distimo年度移動遊戲報告總結東亞增長顯著,2013,http://www.touchyouxi.com/analysis/201312251012。
3. 陳宜豐,2015 年手機市場誰是贏家?答案居然不是 iPhone,2015,http://3c.ltn.com.tw/news/21864。
4. GNN-犬拓,資策會公布 2015 台灣遊戲市場春季大調查結果 智慧型手機玩家高達 7 成,2015,http://gnn.gamer.com.tw/4/117454.html。
5. 科技產業資訊室-Kyle,2016年智慧型手機出貨量成長率只有5.7%,2016,http://iknow.stpi.narl.org.tw/post/Read.aspx?PostID=12227。
6. TESA-老李,App Annie:App成為互動的主要介面,2016,http://tesa.today/article/642。
7. TechNews-36Kr,還是遊戲最賺錢!2015 年收入佔行動應用市場的 85%,2016,http://technews.tw/2016/02/12/mobile-game-is-king/。
8. 戴海茜,產業:2015年台灣行動遊戲產值近倍數成長,營收全球排名前10大,2016,http://e6705003.pixnet.net/blog/post/45818908。
9. IDC,Smartphone Growth Expected to Drop to Single Digits in 2016, Led by China′s Transition from Developing to Mature Market, According to IDC,2016,http://www.idc.com/getdoc.jsp?containerId=prUS41061616。
10. App Annie,應用預測報告:預計到2020 年的應用收入將突破1000 億美元,2016,http://cn.blog.appannie.com/app-annie-releases-inaugural-mobile-app-forecast/。
11. Jorge Jimenez,The Second Wave Of The Mobile App Economy,2016,http://www.topfunded.com/mobile/the-second-wave-of-the-mobile-app-economy/。
12. https://support.apple.com/zh-tw/HT202023
13. janus,手機程式內購買爭議多,消保處提醒當心 購物方便期,2014,http://www.techbang.com/posts/19044-phone-app-program-to-purchase-form-of-dispute-the-executive-yuan-consumer-protection-department-announced-the-consumer-trap |