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中文文獻
[1] 王俊懿(2013)。誰願意付費?在免費增值商業模式下,如何使雲端軟體的免費用戶成為付費客戶。清華大學服務科學研究所學位論文。
[2] 王渝薇(2010)。玩線上遊戲是計畫行為嗎?以沉浸經驗延伸計畫行為理論。中央大學資訊管理學系學位論文。
[3] 胡昕昀(2012)。計畫下的非計畫行為-功能性商品的衝動購買行為探討。中央大學資訊管理學系學位論文,。
[4] 范錚強(2010)。計畫和非計畫行為。未出版手稿。引用自胡昕昀(2012)。計畫下的非計畫行為-功能性商品的衝動購買行為探討。中央大學資訊管理學系學位論文。
[5] 翁瑞敏(2013)。免費增值商業模式之付費因素-以手機 APP 遊戲為例。東海大學企業管理學系學位論文。
[6] 張廷宇(2012)。軟體內購買(In-App Purchases)是衝動行為嗎?中央大學資訊管理學系學位論文。
[7] 陳逸翔(2015)。功能性軟體使用者進行應用程式內購買之影響因素研究。中央大學資訊管理學系學位論文。
網路文獻
[1] Nielsen (2016). TOPS OF 2016: DIGITAL. From http://www.nielsen.com/us/en/insights/news/2016/tops-of-2016-digital.html, accessed on March 2017
[2] Scarsella, A., and Stofega, W. (2015). IDC: Worldwide Mobile Phone Forecast Update, 2016–2020: December 2016. From http://www.idc.com/getdoc.jsp?containerId=US42065716, accessed on March 2017
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http://www.at-diversity.eu/media/resources/Distimo_Publication_-_December_2013_-_EN.pdf, accessed on March 2017
[4] Thompson, E. (2016). App Annie 2016 Retrospective — Mobile’s Continued Momentum. From
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[5] 吳雅婷(2015)。TrendForce: 2015年全球智慧型手機出貨12.93億支,華為躍升全球第三並突破一億支大關,2017年03月20日取自
http://press.trendforce.com.tw/node/view/3063.html
[6] 獵豹全球智庫(2016)。2016全球App發展報告(完整版),2017年03月16日取自http://www.yidianzixun.com/article/0D8fxcQL
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https://zh.wikipedia.org/wiki/App_Store_(iOS)
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https://zh.wikipedia.org/wiki/Google_Play
[9] 資策會創新應用中心 (Foreseeing Innovative New Digiservices, FIND) (2014)。2014臺灣消費者行動裝置暨 APP 使用行為研究調查報告,2017年03月15日取自
http://www.iii.org.tw/Press/NewsDtl.aspx?nsp_sqno=1476&fm_sqno=14 |