参考文献
|
-
李岳昇,王嵩音(2015)。印刷雜誌、數位雜誌與行動數位雜誌之市場區位理論分析。資訊社會研究,28,33-63。
連結:
-
黃品慈,李秀珠(2013)。不同類型 IPTV 之市場競爭:從區位理論檢視 PPStream、土豆網與 Youtube 之競爭。中華傳播學刊,24,207-241。
連結:
-
Bulduklu, Y.(2019).Mobile games on the basis of uses and gratifications approach: A study of the mobile game habits of university and high school students.Convergence,25(5-6),901-917.
-
Chapple, C. (2020.07.31). Mobile gaming revenue surged 27% year-over-year to $19.3 billion in Q2 2020 amid COVID-19. Retrieved March 3, 2021 from https://sensortower.com/blog/mobile-games-covid-19-impact
-
Chen, Y. K.(2019).Competitions between OTT TV platforms and traditional television in Taiwan:A niche analysis.Telecommunications Policy,43(9)
-
Chou, J.,Hung, C.,Hung, Y.(2014).Design factors of mobile game for increasing gamer’s flow experience.2014 IEEE International Conference on Management of Innovation and Technology
-
Chou, T.-J.,Ting, C.-C.(2003).The role of flow experience in cyber-game addiction.Cyberpsychology & behavior,6(6),663-675.
-
Colinvaux, P.(1993).Ecology 2.New York, NY:John Wiley & Sons. Inc.
-
Csikszentmihalyi, M.(1990).Flow: The psychology of optimal performance.New York, NY:Cambridge University Press.
-
Dimmick, J.(2003).Media competition and coexistence : The theory of the niche.Mahwah, NJ:L. Erlbaum Associates.
-
Dimmick, J.(1997).The theory of the niche and spending on mass media: The case of 83 the “video revolution”.Journal of Media Economics,10(3),33-43.
-
Dimmick, J.(1993).Ecology, economics and gratification utilities.Media Economics,Hillsdale, NJ:
-
Dimmick, J. W.,Patterson, S. J.,Albarran, A. B.(1992).Competition between the broadcast industries: A niche analysis.Journal of Media Economics,5(1),13-30.
-
Dimmick, J. W.,Rothenbuhler, E. W.(1984).Competitive displacement in the communication industries: New media in old environment.The New Media: Communication, Research and Technology,Beverly Hills, CA:
-
Dimmick, J.,Chen, Y.,Li, Z.(2004).Competition between the Internet and traditional news media: The gratification-opportunities niche dimension.The journal of media economics,17(1),19-33.
-
Dimmick, J.,Rothenbuhler, E.(1984).The theory of the niche: Quantifying competition among media industries.Journal of Communication,34(1),103-119.
-
Edward(2019.10.01)。〈YouTube 調查指出台灣有 65% 網路人口為遊戲玩家女性占 49% 每日上網時間達 5.6 小時〉。取自 2021 年 3 月 12 日,https://gnn.gamer.com.tw/detail.php?sn=186474
-
Engagement Lab(2021)。〈新型冠狀病毒輿情對電玩遊戲行為的影響台灣 2021 年一月最新狀況〉。取自 2021 年 3 月 15 日,https://engagement.z.com/page/product/show.aspx?num=211&kind=84&page=1&lang=TW
-
Freeman, J.,Hannan, M.(1989).Setting the record straight on organizational ecology: Rebuttal to Young.American Journal of Sociology,95(2),425-439.
-
Freeman, J.,Hannan, M.(1983).Niche width and the dynamics of organizational populations.American Journal of Sociology,88,1116-1145.
-
Gaskins, B.,Jerit, J.(2012).Internet news: Is it a replacement for traditional media outlets?.The International Journal of Press/Politics,17(2),190-213.
-
Ha, L.,Fang, L.(2012).Internet experience and time displacement of traditional news media use:An application of the theory of the niche.Telematics and Informatics,29,177-186.
-
Hashim, H. P.,Manash, P. G.(2021).Is Over the Top video platform the game changer over traditional TV channels in India? A niche analysis.Asia Pacific Media Educator,31(1),133-150.
-
Ho, N.(2020.08.08)。〈從單機、手遊到泛娛樂,專訪遊戲橘子營運長簡志浩〉。《TechNews 科技新報》。取自 2021 年 3 月 18 日,https://technews.tw/2020/08/08/gamania-interview/
-
Hutchinson, G. E.(1957).Concluding remarks. Cold Spring Harbor Symposia on quantitative.Biology,22,415-422.
-
Kim, J.,Kim, S.,Nam, C.(2016).Competitive dynamics in the Korean video platform market:Traditional pay TV platforms vs. OTT platforms.Telematics and Informatics,33,711-721.
-
Koo, D.-M.,Lee, S.-H.,Chang, H.-S.(2007).Experiential motives for playing online games.Journal of Convergence Information Technology,2(2),37-48.
-
Kristianto, D. (2020.07.08). Mobile games were downloaded at record levels in Q2 2020 as people on lockdown look for more ways to stay entertained at home. Retrieved March 26, 2021 from https://www.appannie.com/en/insights/market-data/mobilegames-generate-1-billion-downloads-each-week/
-
Levins, R.(1968).Evolution in changing environments.Princeton, NJ:Princeton University Press.
-
Li, S. S.(2017).Television media old and new:A niche analysis of OTT, IPTV, and digital cable in Taiwan.Telematicsand Informatics,34(7),1024-1037.
-
Li, S.,Ku, L.,Chen, Y.(2018).A niche analysis of three interpersonal communication media: Examining the competition among Facebook, Line, and Email.Chinese Journal of Communication,11(4),419-436.
-
Li, S.S.(2017).Replacement or complement: A niche analysis on Yahoo news, television news, and electronic news.Telematics and Informatics,34(4),261-273.
-
Lin, T. M.,Chen, S. C.,Kuo, P. J.(2011).Motivations for game-playing on mobile devices–Using smartphone as an example.International Conference on Technologies for E-Learning and Digital Entertainment
-
Newzoo. (2020). Newzoo global games market report 2020 | Light Version. Retrieved April 5, 2021 from:https://newzoo.com/insights/trend-reports/newzoo-globalgames-market-report-2020-light-version/
-
Novak, T. P.,Hoffman, D. L.,Yung, Y. F.(1997).Novak, T. P., Hoffman, D. L., & Yung, Y. F. (1997). Modeling the structure of the flow experience among web users (Project 2000). Psychometric Laboratory: Vanderbilt University..
-
Okazaki, S.,Skapa, R.,Grande, I.(2008).Capturing global youth: Mobile gaming in the US, Spain, and the Czech Republic.Journal of Computer-Mediated Communication,13(4),827-855.
-
Pianka, E.(1983).Evolutionary ecology.New York, NY:Harper & Row.
-
Ramirez, A., Jr.,Dimmick, J.,Feaster, J.,Lin, S. F.(2008).Revisiting interpersonal media competition: The gratification niches of instant messaging, e-mail, and the telephone.Communication Research,35,529-547.
-
Ricklefs, R.E.,Miller, G. L.(2000).Ecology.New York, NY:W.H. Freeman.
-
Slobodchikoff, C. N.,Schulz, W. C.(1980).Measures of niche overlap.Ecology,61(5),1051-1055.
-
Su, Y.,Chiang, W.,Lee, C.,Chang, H.(2016).The effect of flow experience on player loyalty in mobile game application.Computers in Human Behavior,63,240-248.
-
Webster, J.,Trevino, L. K.,Ryan, L.(1993).The dimensionality and correlates of flow in human-computer interactions.Computers in Human Behavior,9(4),411-426.
-
Wu, J.,Wang, S.,Tsai, H.(2010).Falling in love with online games: The uses and gratifications perspective.Computers in Human Behavior,26(6),1862-1871.
-
Xiao, Lin,Mou, Jian(2019).Social media fatigue -Technological antecedents and the moderating roles of personality traits: The case of WeChat.Computers in Human Behavior,101,297-310.
-
Yee, N.(2006).Motivations for play in online games.CyberPsychology & behavior,9(6),772-775.
-
York, C.(2019).Genetic influence on political discussion: Results from two twin studies.Communication Monographs,86(4),438-456.
-
Zhu, Q.,Skoric, M.,Shen, F.(2019).I shield myself from thee: Selective avoidance on social media during political protests.Digital Politics: Mobilization, Engagement and Participation
-
力世投顧(2001)。〈一同打造你我的虛擬世界—線上遊戲〉。取自 2021 年 4 月 5 日,http://www.pwcm.com.tw/reports05_5.htm#01
-
余振松(2014)。國立臺北護理健康大學資訊管理研究所。
-
李世清(2006)。國立中正大學電訊傳播研究所。
-
李秀珠(1998)。市場競爭對台灣無線電視之影響—從節目內容談起。廣播與電視,3(4),134-160。
-
李政忠(2016)。以「競合」與「區位建構」的觀點重新檢視區位理論的媒體資源階層架構。2016 中華傳播學會年會,嘉義:
-
李家嘉(2002)。國立中正大學資訊管理研究所。
-
李靉秜(2013)。國立臺北大學資訊管理研究所。
-
洪婕(2018)。國立中興大學行銷研究所。
-
胡芳宜(2016)。國立中正大學電訊傳播研究所。
-
高嘉佑(2016)。元智大學資訊傳播所。
-
陳奕方(2014)。國立中正大學電訊傳播研究所。
-
陳祈年(2005)。國立交通大學傳播研究所。
-
陳泰元(2015)。國立臺東大學資訊管理研究所。
-
彭玉賢(1998)。國立交通大學傳播研究所。
-
曾郁玲(2017)。大葉大學休閒事業管理研究所。
-
黃進明(2020.06.29)。〈迎接暑假來臨手機遊戲勢不可擋〉。《自由財經週報》。 取自 2022 年 3 月 15 日,https://ec.ltn.com.tw/article/paper/1382957
-
經濟部(2019).2019 台灣數位內容產業年鑑.台北市:經濟部工業局.
-
資策會(2018a.07.12)。〈【遊戲玩家調查系列一】七成五玩家瘋手遊學生族最熱衷〉。取自 2021 年 2 月 20 日,https://mic.iii.org.tw/news.aspx?id=494
-
資策會(2018b.07.12)。〈【遊戲玩家調查系列二】遊戲 IP 經濟崛起付費玩家近四成〉。取自 2021 年 2 月 20 日,https://mic.iii.org.tw/news.aspx?id=495&List=18
-
蔡佳如(1999)。國立交通大學傳播研究所。
-
蔡政修(2012)。國立臺灣藝術大學廣播電視所。
-
鄭任好(2021)。國立交通大學傳播研究所。
-
羅淑汝(2008)。國立中正大學電訊傳播研究所。
-
嚴巧珍(2016)。國立中正大學電訊傳播研究所。
|