參考文獻 |
Essay One:
1. American Marketing Association (1995), Dictionary of Marketing Terms,
2nd Edition, American Marketing Association.
2. Chang, W.C. (2002), A Study on the Relationship between Online Game
Software Design Factors and User Satisfaction, unpublished Master
Thesis, Department of Information Management, Tamkang University,
Taiwan.
3. Chen, C.L. (2001), A Study of Customer Loyalty for Online Games,
unpublished Master Thesis, Department of Business Administration,
National Taiwan University of Science And Technology, Taiwan.
4. Chen, S.Y. (2001), “The Applaud of Online Game Website doesn’t
Attract a Large Audience,” 2001/2/15, quote from:
http://www.find.org.tw/0105/home_new.asp
5. Cheng, M.S., Chen, M.K. and Wu, S.H. (2002), “The Moment of
Development of Online Game in Taiwan,” Software Industry Service
Newsletter, 46, 9-21.
6. Chiang, C.T. (2001), “NetValue: The Rate of Connecting Internet in
Taiwan Family is in the Fourth Place around the World,” 2001/4/3,
quote from: http://www.find.org.tw/0105/home_new.asp
7. Saunders, C. (2001), “Offline Brands Turning to Advergaming,”
2001/3/27, quoted form:
http://www.internetnews.com/IAR/article.php/12_725181
8. Customers’ Foundation, Taiwan Taipei (2003), “Stealing Online Game
Assets is a Crime,” 2003/1/9, quote from:
http://www.epochtimes.com/b5/3/1/9/n264110.htm
9. Hanson, W. (2000), Principle of Internet Marketing, South-Western
College Publishing.
10. Ho, P.J. (2002), “Japanese SANGO Entered Taiwan to Occupy the
Market,” UDN.com, 2002/7/10, quote
from:http://archive.udn.com/2002/7/10/NEWS/INFOTECH/GAME/898528.shtml
11. Hopper, J. (2002), “The Online Games People Play,” BrandWeek, 43
(1), 16.
12. Huang, H.C. (2002a), “To Understand the Operation Model of Broadband
from Depreciation and the Appeasement of the Growth Rate of Users,”
2003/1/5, quote from: http://www.find.org.tw/0105/home_new.asp
13. Huang, H.C. (2003b), “The Policy of Broadband in South Korea,”
2003/2/17, quote from: http://www.find.org.tw/0105/home_new.asp
14. Huang, H.C. (2003c), “To Know The Development Model of Wireless
Games from Internet Generations in Taiwan: The Next Chapter of Online
Game,” 2003/3/12, quote from:
http://www.find.org.tw/0105/home_new.asp
15. Ihlwan M. (2004), “Can Korea Be Kingpin Of Online Games?” Business
Week Online, 2004/4/30, quote from:
http://www.businessweek.com/magazine/content/04_16/b3879080.htm
16. Institute for Information Industry (1999), The Study of Electronic
Entertainments Software Market, Institute for Information Industry.
17. King, D. (2002), “Cybersports,” Link-up, 19(2), 2-5.
18. Lan, H.Y. (2001), “2001 Top Seven Products,” Ebusiness Weekly,
2001/12/31, quote from:
http://magazine.pchome.com.tw/ebusinessweekly/070/ebusinessweekly_15-
1.html
19. Liao, M.J. (2003), “Virtual Assets: The Market is Stirring,”
UDN.com, 2003/01/20, quote from:
http://archive.udn.com/2003/1/20/NEWS/INFOTECH/INFS2/1165109.shtml
20. Lin, W.T. (2002), “Virtual Assets: Player Wills in Must,” UDN.com,
2002/07/24, quote from:
http://be1.udnnews.com/2002/7/24/NEWS/INFOTECH/GAME/918218.shtml
21. Liu, F.M. (2001), “The Current Situation and Future Development of
Broadband in Taiwan,” 2001/10/23, quote from:
http://www.find.org.tw/0105/home_new.asp
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Wars,” megaeast.com, 2004/4/30, quote from:
http://www.megaeast.com/default.asp?section=info%
20Technology&page=Regional_Japan_Game.con
23. Murphy, D. (2001), “Virtual Games Gain Marketing Appeal,”
Marketing, 2001/7/26, pp. 29-30.
24. Pan, M.C. (2000), “E-Mail Reinforce the Communication between Net
Mates, Family and Friends,” 2000/5/17, quote from:
http://www.find.org.tw/0105/home_new.asp
25. PowerWorld Capital Management Corp. (2002), “Developing Your and My
Virtual World Together -- Online Game,” 2002/11/27, quote from:
http://tw.pwcm.com.tw/reports05_2.htm#01
26. Shih, L.C., Chen, M.C., and Capital Group CIS Team (2001),
Understanding Games Industry for the First Time, Cite' Publishing Ltd.
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Crossing Swords in this Summer Vacation,” Software Industry Service
Newsletter, no. 38.
28. Surmacz, J. (2001), “Play & plug,” CIO, 15(5), 88-94.
29. Tsai, C.H. (2001), “Online Game Market is Hot; The Revenue Will
Reaches $5,600,000,000 in 2005,” 2001/5/26, quote
from:http://www.isurvey.com.tw/servlet.isurvey.Globe_Article_detail?
flow_no=3919
30. TWNIC (2002), “The Survey of Use Environment and Behaviors of
Internet in Taiwan, TWNIC (Taiwan Network Information Center),”
2002/11/14, quote from: http://www.twnic.net.tw/total/net1114.htm
31. Wang, S.Y. (2002), “Ministry of Economic Affairs will Develops
Appraisal of Game Software in PC Cafe,” UDN.com, 2002/06/08, quote
from:
http://archive.udn.com/2002/6/8/NEWS/FOCUSNEWS/MISCELLANEOUS/855685.shtml
32. Wang, T.C. (2002), “A set make a set? The Exchange of Virtual Assets
Rises to the Surfaces,” 2002/12/27, quote from:
http://www.ettoday.com/2002/12/27/339-1392685.htm
33. Weng, W.W. (2002), “Virtual Assets: The Killer of Game Rules?”,
UDN.com, 2002/8/15, quote from:
http://news.yam.com/udnnews/today_focus/news/200208/2002081501500603.html
34. www.OLG.com.tw a (2004), “The Sales Revenue in North America Is
Increasing This Year,” www.OLG.com.tw, 2004/4/16, quote from:
http://www.olg.com.tw/hit.php?hit_id=79
35. www.OLG.com.tw b (2004), “The Game Market Size breaks through 10
billions,” www.OLG.com.tw, 2004/4/16, http://www.olg.com.tw/hit.php?
hit_id=82
Essay Two:
1. Aarnio, A., Enkenberg, A., Heikkilä, J., and Hirvola, S. (2002),
“Adoption and Use of Mobile Services Empirical Evidence from a
Finnish Survey,” The 35th Annual Hawaii International Conference on
System Science, 1-10.
2. Bass, F.M. (1969), “A New Production Growth Model for Consumer
Durables,” Management Science, 15(5), 215-241.
3. Cheng, Julian M. S., and Kao, Leticia L. Y. (2003, May), “Online
Game Marketing: A Review on the Rise, Recent Advances, and the
Future,” Proceedings of the 2nd Conference on Service Marketing and
Management, National Chia Yi University, ChiaYi, Taiwan.
4. Cheng, Julian M. S., Chen, M. K., and Wu, Nina S. H. (2002),
“A Study on the Development of Taiwan’s Online Games,” Software
Industry Service Newsletter, 142, 8-22.
5. Choi, D., and Kim, J. (2004), “Why People Continue to Play Online
Games: In Search of Critical Design Factors to Increase Customer
Loyalty to Online Contents,” CyberPsychology & Behavior, 7(1), 11-24.
6. Dixon, G., and Karboulonis, P. (2001), “SMEs in European Computer
Games and Interactive Entertainment Software Markets,” International
Journal of Entrepreneurship and Innovation Management, 1(3, 4), 483.
7. Fattah, H., and Paul, P. (2002), “Gaming Gets Serious,” American
Demographics, 24(5), 38-43.
8. Ferle, C.L., Edwards, S.M., and Mizuno, Y. (2002), “Internet
Diffusion in Japan: Culture Consideration,” Journal of Advertising
Research, 42 (2), 65- 79.
9. Fu, C.H. (2003), Happy Book for Online Game Industry, 1st ed.,
Taipei, Taiwan: Yuan-Liou Publishing Co.
10. Goldsmith, R.E., and Hofacker, C.F. (1991), “Measuring Consumer
Innovativeness,” Journal of the Academy of Marketing Science, 19(3),
209-221.
11. IDC (2003), “The Newest Research Report by IDC/Report of Online Game
Marker in Asia/Pacific: The Market Share of Taiwan Only Falls behind
South Korea,” IDC, 4/10/2004 quote from:
http://www.idc.com.tw/Press/03_0519.htm.
12. Institute for Information Industry (1999), The Research of the
Electric Entertainment Market, Taipei, Taiwan: Institute for
Information Industry.
13. Kim, K.H., Park, J.Y., Kim, D.Y., Moon, H.I., and Chun, H.C. (2002),
“E-lifestyle and Motives to Use Online Games,” Irish Marketing
Review, 15(2), 71-77.
14. Mahajan, V., Muller, E., and Srivastava, R.K. (1990), “Determination
of Adopter Categories of Using Innovation Diffusion Models,” Journal
of Marketing Research, 27(1), 37-50.
15. Martinez, E., and Polo, Y. (1996), “Adopter Categories in the
Acceptance Process for Consumer Durable,” Journal of Product & Brand
Management, l5(3), 34-36.
16. Martinez, E., Polo, Y., and Flavian, C. (1998), “The Acceptance and
Diffusion of New Consumer Durables: Differences between First and Last
Adopters,” Journal of Marketing, 15(4), 323- 342.
17. MIC (2003), “The Research and Present Development of Taiwan Online
Games,” MIC, 4/10/2004 quote from:
http://itisdom.itri.org.tw/itri/itisnews.nsf/0/164885efb856e05548256d91006b30bb?OpenDocument.
18. Moore, G. (1995), Crossing the Chasm, New York: Harper Business.
19. Morahan-Martin, J., and Schumacher, P. (2000), “Incidence and
Correlates of Pathological Internet Use among College Students,”
Computers in Human Behavior, 16(1), 13-29.
20. Park, C., and Jun, J.K. (2003), “A Cross-Cultural Comparison of
Internet Buying Behavior: Effects of Internet Usage, Perceived Risks,
and Innovativeness,” International Marketing Review, 20(5), 534-553.
21. Prendergast, G.P. (1993), “Self-service Technologies in Retail
Banking: Current and Expected Adoption Patterns,” The International
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22. Roehrich, G., Valette-Florence, P., and Ferrandi J.M. (2003), “An
Exploration of the Relationships between Innate Innovativeness and
Domain Specific Innovativeness,” Asia Pacific Advances in Consumer
Research, 5, 379-386.
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Free Press.
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25. Rollins, T. (1993), “Using the Innovation Adoption Diffusion Model
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26. Sonnenwald, D.H., Maglaughlin, K.L., and Whitton, M.C. (2000),
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Evaluation: Work in Progress,” IEEE 10th International Workshop on
Enabling Technologies: Infrastructure for Collaborative Enterprises,
114-119.
27. Sroufe, R., Curkovic, S., Montabon, F., and Melnyk, S.A. (2000),
“The New Product Design Process and Design for Environment --
Crossing the Chasm,” International Journal of Operation & Production
Management, 20(2), 270-278.
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Essay Three:
1. Agarwal, R., and Prasad, J. (1997), “The Role of Innovation
Characteristics and Perceived Voluntariness in the Acceptance of
Information Technologies,” Decision Science, 28(3), 557-582.
2. Bachor, V., and Chiasson, M. (2004), “An Exploratory Study of
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Setting,” Proceedings of the 37th Annual Hawaii International
Conference on System Sciences, Hawaii, 1-10.
3. Batz F.J., Peters, K.J., and Janssen, W. (1999), “The Influence of
Technology Characteristics on the Rate and Speed of Adoption,”
Agricultural Economics, 21(2), 121-130.
4. Cheng, J.M.S., and Kao, L.L.Y. (2003, May), “Online Game Marketing:
A Review on the Rise, Recent Advances, and the Future,” Proceedings
of the 2nd Conference on Service Marketing and Management, National
Chia-Yi University, Chia-Yi, Taiwan.
5. Cheng, J.M.S., and W.M., Wang (2003), “A study on the Lessening of
consumer’s perceived risk on the Net business environment: With a
special case to online games,” Industrial Forum, 4(2), 233-262.
6. Cheng, J.M.S., Chen, M.K., and Wu, N.S.H. (2002), “A Study on the
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Newsletter, 142, 8-22.
7. Cheng, J.M.S., Lin, J.Y.C., and Kao, L.L.Y. (2004), “An
Investigation of Diffusion of Online Games in Taiwan: An Application
of Rogers’ Diffusion of Innovation Theory,” The Journal of American
Academy of Business, 4(1).
8. Choi, D., and Kim, J. (2004), “Why People Continue to Play Online
Games: In Search of Critical Design Factors to Increase Customer
Loyalty to Online Contents,” CyberPsychology and Behavior, 7(1), 11-
24.
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11. Fattah, H., and Paul, P. (2002), “Gaming Gets Serious,” American
Demographics, 24(5), 38-43.
12. Fu, C.H. (2003), Happy Book for Online Game Industry, 1st ed.,
Taipei, Taiwan: Yuan-Liou Publishing Co.
13. Goldsmith, R.E., and Hofacker, C.F. (1991), “Measuring Consumer
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14. Greenleaf, E.A., and Donald R.L. (1995), “Reasons for Substantial
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19. Jackson, B.A. (2000), “Technology Acquisition by Terrorist Groups:
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20. Kim, K.H., Park, J.Y., Kim, D.Y., Moon, H.I., and Chun, H.C. (2002),
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21. Lederer, A.L., Maupin, D.J., Sena, M.P., and Zhuang, Y. (2000), “The
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22. Lowry, G. (2002), “Modeling User Acceptance of Building Management
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23. McDade, S.R., and Oliva, T.A. (2002), ”The Organizational Adoption
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32. Sonnenwald, D.H., Maglaughlin, K.L., and Whitton, M.C. (2000),
“Using Innovation Diffusion Theory to Guide Collaboration Technology
Evaluation: Work in Progress,” IEEE 10th International Workshop on
Enabling Technologies: Infrastructure for Collaborative Enterprises,
114-119.
33. Sroufe, R., Curkovic, S., Montabon, F., and Melnyk, S.A. (2000),
“The New Product Design Process And Design for Environment -Crossing
The Chasm”, International Journal of Operation and Production
Management, 20(2), 270-278.
34. Tan, M., and Teo, T.S.H., “Factors Influencing the Adoption of
Internet Banking,” Journal of the Association for Information
Systems, 1(5), 1-42.
35. Tang, S.M. (2000), “An Impact Factor Model of Intranet Adoption: An
Exploratory and Empirical Research,” The Journal of Systems and
Software, 51(3), 157-173.
36. Tornatzky, L.G., and Klein, R.J. (1982), “Innovation Characteristics
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