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二、中文文獻
陳順宇. (2005). 多變量分析多變量分析.. 台北台北::華泰華泰..
彭台光 , 高月慈 & 林鉦棽 . (2006). 管理研究中的共同方法變異 : 問題本質、影響、測試和補救 . 管理學報 , 23 , 77 98
楊麗珠(2012). 社會比較量表之發展及與主觀幸福感結構關聯性之探討(未出版之碩士論文 ). 國立臺南大學 , 臺南市
顏志龍, 鄭中平 . (2017). 給論文寫作者 的統計指南 : 傻瓜也會跑統計 修訂版 ). 台北:五南
三、網路資料網路資料
《英雄聯盟》S9 世界大賽再寫歷史!破億觀看時數、近 400 萬人同時看比賽 (2020). Yahoo奇摩新聞 取自: https://games.yahoo.com.tw/lols9-144224752.html
2020投資洞察 電競市場的龐大成長潛力 . (2020). 星展銀行 取自:
https://www.dbs.com.tw/insights/post/trend-20q1-esport/index.html
Hole.io. (2020). Wikipedia. 取自: https://en.wikipedia.org/wiki/Hole.io
王國川 . (2000). 內在效度的威脅 . 教育大辭書 . 取自:https://pedia.cloud.edu.tw/Entry/Detail/?title=%E5%85%A7%E5%9C%A8%E6%95%88%E5%BA%A6%E7%9A%84%E5%A8%81%E8%84%85
王國川. (2000). 外 在效度的威脅 . 教育大辭書 取自:
https://pedia.cloud.edu.tw/Entry/Detail/?title=%E5%A4%96%E5%9C%A8%E6%95%88%E5%BA%A6%E7%9A%84%E5%A8%81%E8%84%85
余民寧. (2000). 徑路分析 . 教育大辭書 . 取自: https://terms.naer.edu.tw/detail/1308317/
洪碧霞. (2000) 因素分析 教育大辭書 取自: http://terms.naer.edu.tw/detail/1304612/
陳君毅. (2020) 《英雄聯盟》下個 10年, Riot再創高峰的兩大殺手鐧:「 IP」 與 「手遊」 數位時代 取自: https://www.bnext.com.tw/article/55161/riot-games-ten years |