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中文部分
于丹、董大海、刘瑞明、原永丹(2008),理性行为理论及其拓展研究的现状与展望,心理科学进展,16(005),796-802。
傅鏡暉(2003) ,線上遊戲產業 HAPPY 書 遠流 臺北市。
吳采芳(2001) ,修正 TAM 模型在線上遊戲行為因素分析之研究。
張意珮(2002) ,線上遊戲使用者轉換因素之研究,元智大學資訊管理研究所碩士論文。
張智超、虞孝成(2001),網咖,連線遊戲 e 軍突起 聯經出版事業公司 臺北市。
徐勝凌(2004),線上遊戲設計吸引力對顧客滿意度影響之研究。
李天凌(2002),網路商品之定價模式,─以線上遊戲為例。
林子凱(2002),線上遊戲 [天堂] 之使用者參與動機與滿意度研究 國立成功大學企業管理學系碩士論文。
楊棠安(2005),線上遊戲玩家表現與其人格特質之研究。
游森期(2001),大學生網路使用行為, 網路成癮及其相關因素之研究。
古永嘉(民93),企業研究方法,華泰。
吳明隆、涂金堂(民96),SPSS 與統計應用分析,五南。
邱皓政(民95),量化研究與統計分析,五南。
陳順宇(民94),多變量分析,華泰。
陳小美(2005),「網路消費者知覺對非計畫性購買行為與再惠顧意願影響之探討---以某網路書店消費者為例」,東華大學企業管理研究所碩士論文。
莊効璟(2004),線上遊戲軟體的關卡級數設定與定價策略之研究,國立東華大學國際經濟研究所碩士論文,未出版,花蓮。
張翊宏(2006),MMORPG 玩家遊戲轉換因素之研究以人口遷徙PPM 模型探討。東吳大學企業管理研究所碩士論文。
網站部分
台灣IDC (國際數據資訊),http://www.idc.com.tw/default.asp。
TWNIC 台灣網路資訊中心,http://www.twnic.net.tw。
艾瑞諮詢集團,http://www.iresearch.com.cn/html/Default.html。
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