英文部份:
Juul,J.2003. THE GAME, THE PLAYER, THE WORLD: LOOKING FOR A HEART OF GAMENESS in M. Copier, and J. Raessens,editor. Digital Games Research Conference, University of Utrecht, The Netherlands.
Lindley, C.A. 2003. Game Taxonomies: A High Level Framework for Game Analysis and Design.http://homepage.ttu.edu.tw/jmchen/gameprog/slides/game%20taxonomy.pdf
Karlsen,F. 2007. Emergence, game rules and players. Nordisk medieforskerkonference, Helsinki, Finland.
Huizinga,J.1970. Homo Ludens: A Study of the Play Element in Culture. Maurice Temple Smith Ltd.
Rieber, L. P. 1996. Seriously considering play: Designing interactive learning environments based on the blending of microworld s,simulations, and games. Educational Technology Research and Development Volume 44, Number2:4 3- 58.
Caillois, R. 2001. Man,Play and Games. University of Illino is Press,Urbana.
Paras, B., and J. Bizzocchi . 2005 . Game, Motivation, and Effective Learning:
An Integrated Model for Educational Game Design. DiGRA 2005 Conference: Changing Views - Worlds in Play , Vancouver CANADA.
Smed, J., and H. Hakonen . 2003. Towards a Definition of a ComputerGame.
Turku Centre for Computer Science.
Björk, S., and J. Holopainen . 2003 . Describing Games - An Interaction - Centric Structural
Frameworkin M . Copier, and J. Raessens, editor. Digital Games Research Conference, University of Utrecht, The Net herlands.
Lazzaro, N. 2004. Why We Play Games: Four Keys to More Emotion Without Story.
http://www.xeodesign.com/xeodesign_whyweplaygames.pdf
Adams, E. 1999.Three Problems for Interactive Storytellers.
http://www.designersnotebook.com/Columns/026_Three_Problems/026_three_problems.htm
Costikyan, G. 2000.Where Stories End and Games Begin. Pages 44 -53 . Game Developer.
Salen, K., and E. Zimmerman . 2004 . Rules of play: game design fundamentals.The MIT Press, Cambridge, Massachusetts.
Paglieri,F. 2003. Modelling Play. To wards a Cognitive Model for Playful Activities. http://www.media.unisi.it/cirg/fp/mopl03.pdf
Bartle, R. 1996. Hearts, clubs, diamonds, spades: Players who suit MUDs. Journal of MUD Research.
Yee, N. 2005. A Model of Player Motivations.
http://www.nickyee.com/daedalus/archives/001298.php
Brian C.,2008. Why and How to Do Social Media @ CreateSouth.
http://www.fuelinteractive.com/blog/2008/04/my-social-medianetworking-talk.cfm
Perron, B. 2005 . A Cognitive Psycho logical Approach to Gameplay Emotions.
DiGRA 2005 Conference: Changing Views - Worlds in Play,Vancouver CANADA.
Ermi, L., and F. Mayra. 2005. Fundamental Components of the Gameplay Experience: Analysing Immersion . Pages 15 -27. DiGRA 2005 Conference: Changing Views - Worlds in Play, Vancouver CANADA.
Kelley, D. 1988. The Art of Reasoning. W.W. Norton & Company, New York.
Gregersen, A. L. 2005. Designers, games and players: Same game, different rules? Digital Arts & Culture 2005 Conference, IT- University of Copenhagen.
Lundgren,S., and S. Björk.2003. Game Mechanics: Describing Computer- Augmented Games in Terms of Interaction. 1st International Conference on Technologies for Interactive Digital
Storytelling and Entertainment (TIDSE), Darmstadt, Germany.
Björk,S., S. Lundgren, and J. Holopainen . 2003 . Game Design Patterns. Level Up: Digital Games Research Conference 2003, Utrecht, The Netherlands.
Montola, M. 2005. Designing Goals for Online Role-Players. DiGRA 2005
Conference: Changing Views - Worlds in Play,Vancouver CANADA.
Juul,J.2005.Half-real: video games between real rules and fictional worlds. MIT Press,Cambridge.
Chang, T.-W.2004. Supporting Design Learning with Design Puzzles. Design & Decision Support Systems , Netherlands.
Liang, C.- H., and T. - W. Chang . 2006 . TOWARD A PLAYFUL DESIGN ENVIRONMENT -DIGAME. Page 187 in A.Kaga, and R. Naka, editor. Computer-Aided Architectural Design Researchin Asia (CAAD RIA''06 ), Kumamoto, Japan.
Smith, H. 2001. The Future of Game Design: Moving Beyond Deus Ex and Other Dated Paradigms. IGDA - International game developers association.
Gilleade, K. M., A. Dix, and J. Allanson .2005.Affective Video games and Modes of Affective Gaming: Assist Me, Challenge Me, Emote Me. DiGRA 2005 Conference: Changing Views - Worlds in Play, Vancouver CANADA.
Neuman, W. L. 1997. Social Research Methods:Qualitative and Quantitative Approaches. Allyn & Bacon, Boston.
中文部份:
史萊姆工作室譯,《大師談ONLINE GAME:線上遊戲企劃、製作、經營聖經 》,上奇出版,臺北,2003。(原作者Jessica Mulligan Bridgette Patrovsky)
史萊姆工作室譯,《大師談 遊戲設計》,上奇出版,臺北,2003。(原書Rollings,A. &
Ernest, A. Andrew Rollings and Ernest Adams on Game Design)
史萊姆工作室譯,《大師談 遊戲劇本與角色設定:創造暢銷遊戲的32種技術》,上奇出版,臺北,2004。(原書David Freeman.,Creating Emotion in Games: The Craft and Art of Emotioneering)
史萊姆工作室譯,《無盡的任務全紀錄》,上奇出版,臺北,第1-2頁,2004。(原書Robert B. Mark, Everquest companion:the inside lore of a game world)
張世敏、蔡永琪譯《遊戲開發概論──遊戲故事與角色發展》,學貫行銷股份有限公司,臺北,第182-214頁,2007。(原書Marianne Krawczyk & Jeannie Novak. Game Development Essentials Game Story & Character)
許晉龍,「線上遊戲使用者行為研究」,臺灣科技大學資訊博士論文,2004。陳怡安,“線上遊戲的魅力-以重度玩家為例”。南華大學社會所出版,臺北,2003。傅鏡暉,《線上遊戲產業H@ppy書》。遠流出版社,臺北,2002。
傅鏡暉,《線上遊戲產業之道》。上奇科技出版,臺北,2004。
傅家薰,「線上遊戲使用者之消費行為研究」,世新大學公共關係暨廣告學研究所碩士論文,2007。傻呼嚕同盟,《遊戲線上 漫談線上遊戲獨特迷人的世界》,藍鯨出版,臺灣,第9-19頁,2002。
蘇元良,“認知科學──心理學與人工智慧的結合”,金台灣資訊事業有限公司、圖龍文化事業股份有限公司,1985。 http://library.hwai.edu.tw/science/content/1985/00120192/0003.htm黃少華,網路時代社會學的理論重構,《網路社會學通訊期刊》第17期,南華大學社會學研究所,嘉義,2001。
洪宗慶、蕭嘉農,線上遊戲,《網路社會學通訊期刊》第48期,南華大學社會學研究所,嘉義,2005。
蕭瑞麟,《不用數字的研究──鍛鍊深度思考力的質性研究》,臺灣培生教育出版,臺北,2007。
梁啟新,「玩-樂:電玩遊戲中互動機制設計之研究」,國立交通大學建築研究所碩士論文,新竹,2008。黃厚銘,“網路人際關係的親疏遠近”,《台大社會學刊》第28期,2001。
李英明,《網路社會學》,揚智出版社,臺灣,2000。
姚俊,“網路社會學:學科定位與研究主題再探討”,新銳文化工作坊,2006。
http://intermargins.net/intermargins/TCulturalWorkshop/academia/network/01.htm
NDark CTU,“Play for Fun , Loot for Uber”,無出版社,2007。 http://ndark.spaces.live.com/blog/cns!19320D0FDB7B840C!172.trak
張雅喬 ,“盜版+網路遊戲=單機市場衰微?”,PeoPo公民新聞,臺北,2008。http://www.peopo.org/portal.php?op=viewPost&articleId=20725
黃紹麟,“網路產業的垂直整合”,《數位之牆》,1999。http://www.digitalwall.com/scripts/display.asp?UID=27
黃紹麟,“社交網路的秘密(三)生人熟人不可偏廢”,《數位之牆》,2008。http://www.digitalwall.com/scripts/display.asp?UID=434
黃紹麟,“Web 2.0 再思考(一)「關係」才是重點”,《數位之牆》,2007。http://www.digitalwall.com/scripts/display.asp?UID=378
RU,“不景氣中持續成長 MIC預估台灣線上遊戲市場今年規模超過 100 億”,聯合新聞網,2008,10月。http://mag.udn.com/mag/digital/storypage.jsp?f_ART_ID=157008
瑞克梅添涼,“專題-產業榮景背後的艱苦,還在打電視廣告?”,無出版社,2009。http://yblog.org/archive/index.php/OnlineGame_20090913
瑞克梅添涼,“線上遊戲-市場觀察(三)韓國線上遊戲在台灣市佔的衰退(下) ”,無出版社,2008。http://yblog.org/archive/index.php/Onlinegame_korea
瑞克梅添涼,“線上遊戲-玩家遊戲型態的轉變 ”,無出版社,2007。http://yblog.org/archive/index.php/OnlineGame_Player_change
瑞克梅添涼,“線上遊戲-千撈萬撈,不如提升服務品質來得好撈 ”,無出版社,2009。http://yblog.org/archive/index.php/onlinegame_20090624
瑞克梅添涼,“線上遊戲-免費線上遊戲的生存窘境 ”,無出版社,2006。http://yblog.org/archive/index.php/6169
瑞克梅添涼,“線上遊戲-探討玩家對於地下活動無知,何者原因造成”,無出版社,2006。http://yblog.org/archive/index.php/6660
瑞克梅添涼,“專題-Digital Taipei 2009 塩澤敦 演講精華 ”,無出版社,2009。http://yblog.org/archive/index.php/10619
參考網站:
臺灣遊戲橘子,「瑪奇」官方網站 http://tw.mabinogi.gamania.com
Google Trends流量分析 http://www.google.com/trends
Mabinogi奇幻世界 http://www.yatta.com.tw/mabinogi/index.php
中時行銷知識庫 http://marketing.chinatimes.com/index.html
數位之牆 http://www.digitalwall.com/
瑞克梅添涼 http://yblog.org/dalireal/
創市際市場研究顧問(2009.6)http://www.insightxplorer.com/index.html
臺灣,巴哈姆特遊戲情報資訊站 http://www.gamer.com.tw
臺灣,鐵之狂傲遊戲網 http://www.gamez.com.tw/