研究生: |
賀琬文 Wan-Wen Ho |
---|---|
論文名稱: |
MMORPG中之玩家認同對購買意圖的影響 The Influence of Player Identification on Purchase Intention in MMORPG |
指導教授: |
王仕茹
Wang, Shih-Ju |
學位類別: |
碩士 Master |
系所名稱: |
管理研究所 Graduate Institute of Management |
論文出版年: | 2013 |
畢業學年度: | 101 |
語文別: | 中文 |
論文頁數: | 78 |
中文關鍵詞: | 公會成員相似性 、公會成員獨特性 、公會成員尊榮感 、公會認同 、遊戲認同 、虛擬角色認同 、相似性認同 、希望性認同 、臨場感體驗 、購買意圖 |
論文種類: | 學術論文 |
相關次數: | 點閱:307 下載:7 |
分享至: |
查詢本校圖書館目錄 查詢臺灣博碩士論文知識加值系統 勘誤回報 |
近年來,線上遊戲市場之規模不斷地擴大且免付費形式之線上遊戲逐漸興起,廠商間的競爭將日趨激烈,為使國內線上遊戲廠商瞭解玩家購買虛擬寶物的因素,本研究將透過玩家認同之角度,探討公會認同、遊戲認同與虛擬角色認同對虛擬寶物購買意圖所造成的影響,並加入了玩家如何形成對公會認同之觀點,瞭解同儕關係在線上遊戲中的重要性,以及玩家對公會與虛擬角色的認同是如何影響其對遊戲的認同。
研究對象為最近三個月有參與MMORPG的台灣地區玩家,共回收321份有效樣本,並使用線性結構關係模式(LISREL)為主要分析工具。實證結果顯示:(1)公會中成員之相似性與獨特性愈高,玩家對公會的認同愈高;然而,公會成員尊榮感對公會認同則未呈現顯著影響。(2)玩家對公會與虛擬角色的認同愈高,愈有助於提升玩家對遊戲的認同。(3)玩家對公會、遊戲與虛擬角色的認同愈高,將有助於提升玩家購買虛擬寶物的可能性。最後將根據研究結果,提出相關研究建議給予線上遊戲業者做為參考。
丁鴻裕(2012)。資策會數位教育研究所2012年03月台灣網友娛樂分析。上網日期:2013年2月25日,取自http://www.epark.org.tw/index.php
中華民國電子商務年鑑應用篇(2012)。B2C電子商務數位內容與加值服務(三)。上網日期:2013年2月25日,取自http://ecommercetaiwanapp.blogspot.tw/2012/11/b2c_149.html
巴哈姆特電玩資訊站(2013)。熱門的大型多人線上角色扮演遊戲。上網日期:2013年2月25日,取自http://www.gamer.com.tw/
台灣網路資訊中心(2012)。2012年03月之台灣寬頻網路使用調查。上網日期:2013年2月25日,取自http://www.twnic.net.tw/index4.php
李卓耕(2005)。網路紙娃娃,給你與眾不同的網路分身。上網日期:2013年2月25日,取自http://www.ectimes.org.tw/searchshow.asp?id=7740&freetext=avatar&subject=
科技產業資訊室(2011)。線上遊戲未來五年成長力驚人。上網日期:2013年2月25日,取自http://cdnet.stpi.org.tw/techroom/market/eegame/2011/eegame_11_006.htm
許士軍(1987)。新加坡消費者對不同來源地產品之知覺及態度。管理評論,頁1-18。
陳曉莉(2009)。Forrester:2013年全球上網人口達22億,亞洲佔43%。上網日期:2013年2月25日,取自http://www.ithome.com.tw/itadm/article.php?c=56134
楊馥祤、廖長彥(2009)。從MMORPG中的玩家動機看社群形成與認同航道。資訊社會研究(17),2009年07月。
資策會FIND(2012)。2012年06月我國網際網路用戶數調查。上網日期:2013年2月25日,取自http://www.find.org.tw/find/home.aspx
英文部分
Adams, Gerald R., Marshall, and Sheila K. (1996). A Developmental Social Psychology of Identity: Understanding The Person-in-Context. Journal of Adolescence, 19 (5), 429-442.
Adler, P. A., and Adler, P. (1987). Bok reviews: making Mondragon. Administrative Science Quarterly, 34 (2), 315.
Ajzen, I. (1991). The theory of planned behavior. Organizational behavior and human decision process, 50, 179-211.
Algesheimer, R., Dholakia, U. M. and Herrmann, A. (2005). The social influence of brand community: Evidence from European car clubs. Journal of Marketing, 69 (3), 19-34.
Ashforth, B. E., and Mael, F. (1989). Social Identity Theory and the Organization. Academy of Management Review, 14 (1), 20-39.
Ashforth, B. E., and Mael, F. (1992). Alumni and their alma-mater-a partial test of the reformulated model of organizational identification. Journal of Organizational Behavior, 13 (2), 103-123.
Bagozzi, R. P. (2006). Consumer action: Automaticity, purposiveness, and self-regulation. Review of marketing research, 2, 3-42. Armonk, NY: Sharpe.
Balasubramanian, S., and Mahajan, V. (2001). The Economic Leverage of The Virtual Community. International Journal of Electronic Commerce, 5 (3), 103-138.
Bergami, Massimo, and Richard P. Bagozzi. (2000). Self- categorization, affective commitment and group self-esteem as distinct aspects of social identity in the organization. British Journal of Social Psychology, 39 (4), 555-577.
Bessière, K., Seay, A., and Kiesler, S. (2007). The Ideal Elf: Identity Exploration in World of Warcraft. CyberPsychology and Behavior, 10 (4), 530-535.
Bhattacharya, C. B., and Sen, S. (2003). Consumer-company identification: a framework for understanding consumers' relationships with companies. Journal of Marketing, 67 (2), 76-88.
Bhattacharya, Hayagreeva R., and Mary, A. G. (1995). Understanding the bond of identification. Journal of Marketing, 59 (4), 27-43.
Biocca, F., Harms, C., and Burgoon, J. K. (2003). Toward a more robust theory and measure of social presence: Review and suggested criteria. Presence: Teleoperators and virtual environments, 12 (5), 456-480.
Brewer, M. B. (1991). The social self: On being the same and different at the same time. Personality and Social Psychology Bulletin, 17, 475–482.
Cameron, J. E. (2004). A Three-Factor Model of Social Identity. Self and Identity, 3(3), 239-262.
Caron, Frank. (2007). Proving the Obvious: Study Indicates MMOs Consume More Gamer Time. Ars Technica.
Carter, M., Gibbs, M., and Harrop, M. (2012). Metagames, paragames and orthogames: A New Vocabulary, Proc. FDG’12.
Chang, A. M., P. K. Kannan, and Andrew B. Whinston. (1999). Electronic communities as intermediaries: the issues and economics. Proceedings of the 32nd Hawaii International Conference on System Sciences.
Chaudhuri, A., and Holbrook, M. B. (2001). The chain of effects from brand trust and brand affect to brand performance: The role of brand loyalty. Journal of Marketing, 65 (2), 81-93.
Chen, Y. C., Chen, P. S., Hwang, J. J., Korba, L., Song, R., and Yee, G. (2005). An analysis of online gaming crime characteristics. Internet Research, 15 (3), 246.
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), 12-24.
Cialdini, Robert, and Noan J. Goldstein. (2004). Social influence: Compliance and conformity. Annual review of psychology, 55, 591-621.
Cohen, J. (2001). Defining identification: A theoretical look at the identification of audiences with media characters. Mass Communication and Society, 43, 245–264.
Crosby, L. A., and Taylor, J. R. (1983). Psychological commitment and its effects on post-decision evaluation and preference stability among voters. Journal of Consumer Research, 9, 413–431.
Cuieford, (1965). Fundamental Statistics in Psychology and Education. 4th ed., New York: McGraw-Hill.
Deschamps, J. C., and Devos, T. (1998). Regarding the relationship between social identity and personal identity, in Social Identity: International Perspectives, Stephen Worchel, Morales, F., Paez, D., and Deschamps, Jean-Claude (Eds.), Sage Publications Ltd., 1-12.
Devendorf, S. A., and Highhouse, S. (2008). Applicant-employee similarity and attraction to an employer. Journal of Occupational and Organizational Psychology, 81, 607-617.
Dodds, B. W., K. B. Monroe, and D. Grewal (1991). Effect of Price, Band, and Store Information on Buybers Product Evaluation, Journal of Marketing Research , 28(3) , 307-319.
Ducheneaut, N., Wen, M. H., Yee, N., and Wadley, G. (2009). Body and Mind: A Study of Avatar Personalization in three Virtual Worlds. Proc. CHI’09.
Ducheneaut, N., Yee, N., Nickell, E., and Moore, R. J. (2006). Alone Together? : Exploring the Social Dynamics of Massively Multiplayer Online Games. In 24th annual CHI conference on human factors in computing systems , Montréal, Québec, Canada.
Ducheneaut, N., Yee, N., Nickell, E., Williams, D., Xiong, L., and Zhang, Y. (2006). From Tree House to Barracks: The Social Life of Guilds in World of Warcraft. Games and Culture, 1, 338.
Dutton, J. E., Dukerich, J. M., and Harquail, C. V. (1994). Organizational images and member identification. Administrative Science Quarterly, 39, 239–263.
Eagly, A., and Chauken, S. (1993). The psychology of attitudes. Harcourt Brace Jovanovich, Inc., Fort Worth, TX.
Feilitzen, C., and O. Linné. (1975). Identifying with televisioncharacters. Journal of Communication, 25 (4), 51-55.
Fishbein, M., and I. Ajzen, (1975). Belief Attitude Intention and Behavior An Introduction to Theory and Research, Addison Wesley Reading, Mass:Addision Wesley﹒
Fornell, C. R. & Larcker, F. F. (1981). Structural Equation Models with Unobservable Variables and Measurement Error. Journal of Marketing Research, 18, 39-51.
Freud, and Sigmund. (1922). Group Psychology and The Analysis of Ego: University of Michigan Library.
Gao, Y. (2004). Appeal of online computer games: a user perspective. The Electronic Library, 22 (1), 74-78.
Gao, Y. (2005). Factors influencing user trust in online games. The electronic library, 23(5), 533-538.
Gibson, J. J. (1979). The Ecological Approach to visual perception. Boston: Houghton Mifflin.
Graeff, T. R. (1996). Using promotional messages to manage the effects of brand and self-image on brand evaluations. Journal of Consumer, 13(3), 4–18.
Guest, L. P. (1964). Brand loyalty revisited. Journal of Applied Psychology, 48 (2), 93-97.
Guo, Y. and Barnes, S. (2007). Why people buy virtual items in virtual worlds with real money. The DATA BASE for Advances in Information Systems, 38(4), 69-76.
Guo, Y. and Barnes, S. (2009). Virtual item purchase behavior in virtual worlds: An exploratory investigation. Electronic Commerce Research, 9(1-2).
Hagel, J., and Armstrong, A. G. (1997). Net gain: Expanding markets through virtual communities. Boston, MA: Harvard Business School Press.
Hamilton, J. G. (2009). Identifying with an Avatar: a Multidisciplinary Perspective. Proc. Cumulus’09, RMIT.
Harris, G. E., and Cameron, J. E. (2005). Multiple dimen- sions of organizational identification and com- mitment as predictors of turnover intentions and psychological well-being. Canadian Journal of Behavioural Science, 37(3), 159–169.
Higgins, E. T. (1987). Self-Discrepancy: A Theory Relating Self and Affect. Psychological Review, 94, 319-340.
Hoffner, C., and Buchanan, M. (2005). Young adults’ wishful identification with television characters: The role of perceived similarity and character attributes. Media Psychology, 7, 325-351.
Homburg, C., and Giering, A. (2001). Personal characteristics as moderators of the relationship between customer satisfaction and loyalty – an empirical analysis. Psychology & Marketing, 18 (1), 43-66.
Hou, C. Y., Chen, C. C., Chen, H. G., and Chen, Y. C. (2009). Migrating to new virtual space: exploring online game switching through demographic migration theory, Proceedings of Hawaii International Conference on Systems Sciences, Hawaii, Jan.
Hsiao, C. C. and Chiou, J. S. (2012). The effect of social capital on community loyalty in a virtual community: Test of a tripartite-process model. Decision Support Systems, 54, 750–757.
Hsiao, C. C., and Chiou, J. S. (2011). The effects of a player’s network centrality on resource accessibility, game enjoyment, and continuance intention: A study on online gaming communities. Electronic Commerce Research and Applications, 11, 75-84.
Hsiao, C. C., and Chiou, J. S. (2012). The impact of online community position on online game continuance intention: Do game knowledge and community size matter? Information and Management, 2599, 9.
Hsu, C. L. and Lu, H. P. (2007). Consumer behavior in online game communities: a motivational factor perspective. Computers in Human Behavior, 23 (3), 1642-1659.
Huffman, C., Ratneshwar, S., and Mick, D. G. (2000). Consumer Goal Structures and Goal Determination Processes: An Integrative Framework. In S. Ratneshwar, D. G. Mick, & C. Huffman (Eds.), The Why of Consumption: Contemporary Perspectives on Consumer Motives, Goals and Desires (pp. 9-35). London and New York: Routledge.
Jackson, J. W. (2002). The relationship between group identity and intergroup prejudice is moderated by sociostructural variation. Journal of Applied Social Psychology, 32(5), 908-933.
Jackson, S. E., Brett, J. F., Seassa, V. I., Cooper, D. M., Julin, J. A., and Peyronnin, K. (1991). Some differences make a difference: Individual dissimilarity and group heterogeneity as correlates of recruitment, promotions, and turnover. Journal of Applied Psychology, 76, 7675-689.
Jacoby, J. and R. W. Chestnut. (1978). Brand Loyalty: Measurement and Management. New York: John Wiley & Sons, Inc.
Jones, C., and Volpe, E. H. (2010). Organizational identification: Extending our understanding of social identities through social networks. Journal of Organizational Behavior, 32(3), 413-434.
Kelman, H. C. 1974. Further thoughts on the processes of compliance, identification, and internalization. In J. T. Tedeschi (Ed.), Perspectives on social power: 126-171. Chicago, IL: Aldine.
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.
Klimmt, C., Dorothée, H., and Vorderer, P. (2009). The Video Game Experience as “True” Identification: A Theory of Enjoyable Alterations of Players' Self-Perception. Communication Theory, 19 (4), 351-373.
Konijn, E. A., and Hoorn, J. F. (2005). Some like it bad. Testing a model for perceiving and experiencing fictional characters. Media Psychology, 7 (2), 107-144.
Konijn, E., M. Bijvank, and B. Bushman. (2007). I wish I were a warrior: The role of wishful identification in the effects of violent video games on aggression in adolescent boys. Developmental Psychology, 43 (4), 1038.
Kunda, Zia. (1999). Social Cognition: Making sense of people. Cambridge, MA: MIT Press.
Laverie , D. A., and Arnett, D. B. (2000). Factors affecting fan attendance: The influence of identity salience and satisfaction. Journal of Leisure Research, 32 (2), 225-246.
Lechner, U., and Hummel, J. (2002). Business Models and System Architecture of Virtual Communities: From a Sociological Phenomenon to Peer to Peer Architecture. International Journal of Electronic Commerce, 6 (3), 41-53.
Lee, K. (2004). Presence, explicated. Communication Theory, 14 (1), 27-50.
Lewis, M. L., Weber, R., & Bowman, N. D. (2008). They may be pixels, but they’re MY Pixels: Developing a metric of character attachment in role-playing video games. CyberPsychology and Behavior, 11(4), 515–518.
Li, D. D., Liau, A. K., and Khoo, A. (2012). Player-Avatar Identification in video gaming: Concept and measurement. Computers in Human Behavior, 29, 257-263.
Liden, R. C., Wayne, S. J., and Stilwell, D. (1993). A longitudinal-study on the early development of leader member exchanges. Journal of Applied Psychology, 78 (4), 662-674.
Lin, H., and Sun, C. T. (2007). Cash trade within the magic circle: Free-to-play game challenges and massively multiplayer online game player responses. In Proceedings of DiGRA 2007: Situated Play, 335–343.
Live Gamer (2009). Virtual item monetization: A powerful revenue opportunity for online game publishers and virtual world operators. Accessed at 05.05.13. http://www.livegamer.com/strategy/white-papers/Live_Gamer_Opportunity_Whitepaper_NA.PDF
Lu, H.P., and Wang, S. M. (2008). The role of Internet addiction in online game loyalty: an exploratory study. Internet Research, 18 (5), 499 – 519.
Lucas, K. J. and Sherry, L. (2004). Sex differences in video game play: a communication-based explanation. Communication Research, 31, 499-523.
Madrigal, R. (2001). Social Identity Effects in Belief-Attitude-Intentions Hierarchy: Implications of Corporate Sponsorship. Psychology and Marketing, 18(2), 145-165.
McMillan, D., and Chavis, D. (1996). Sense of community. Journal of community Psychology, 24 (4), 315-325.
Mehroof, M. and Griffiths, M. (2009). Online Gaming Addiction: The Role of Sensation Seeking, Self-control, Neuroticism, Aggression, State Anxiety, and Trait Anxiety. CyberPsychology and Behavior, 13(0), 1-4.
Miller, J., Job, D., and Vassilev, V. (2000). Principles in the evolutionary design of digital circuits - part I. Genetic Programming and Evolvable Machines, 1, 7-36.
Minsky, M. (1980). Telepresence. Omni, 2 (9), 45-52.
Mulligan, J., Patrovsky, B. (2003). Developing online games: An insider’s guide.
Murray, J. H. (2006). Toward a Cultural Theory of Gaming: Digital Games and the Co-evolution of Media, Mind, and Culture. Popular Communication, 4, 185-202.
O’Reilly, C., and J. Chatman. (1986). Organizational commitment and psychological attachment. Journal of Applied Psychology, 71, 492-499.
Oliver, R. L. (1997). Satisfaction: A behavioral perspective on the consumer. New York: Irwin/Mcgraw-Hill.
Oliver, R. L. (1999). Whence consumer loyalty? Journal of Marketing, 63, 33–44.
Park, B.W., and Lee, K.C. (2011), Exploring the value of purchasing online game items. Computers in Human Behavior, 27, 2178-2185.
Park, S.B., and Chung, N. (2011). Mediating roles of self-presentation desire in online game community commitment and trust behavior of Massive Multiplayer Online Role-Playing Games. Computers in Human Behavior, 27, 2372–2379.
Peng, W. (2008). The meditational role of identification in the relationship between experience mode and self-efficacy. CyberPsychology and Behavior, 11, 649-652.
Phinney, J. S. (1990). Ethnic-identity in adolescents and adults review of research. Psychological Bulletin, 108 (3), 499-514.
Pratt, M. G. (1998). To be or not to be: Central questions in organizational identification. In D. A. Whetten and P. C. Godfrey (Eds.), Identity in organizations (pp. 171–207). Thousand Oaks, CA: Sage Publication.
Pulakos, E. D., and Wexley, K. N. (1983). The relationship among perceptual similarity, sex, and performance ratings in manager-subordinate dyads. Academy of Management Journal, 26, 330–342.
Reichheld, F. F., and Schefter, P. (2000). Your secret weapon on the Web. Harvard Business Review, 78 (4), 105–113.
Reynolds, F.D., W.R. Darden, and W. Martin. (1974). Developing An Image the Store-Loyal Customer. Journal of Retailing, 50, 73-84.
Riketta, M. (2005). Organizational Identification: A Meta-analysis. Journal of 95 Vocational Behavior, 66 (2), 358–384.
Rouse, R. (2000). Game Design: Theory and Practice. Wordware Publishing, Inc., Plano:Texas.
Rousseau, D. M. (1998). Why workers still identify with organizations. Journal of Organizational Behavior, 19 (3), 217-233.
Russell-Bennett, R., McColl-Kennedy, J. R., and Coote, L. V. (2007). Involvement, satisfaction, and brand loyalty in a small business services setting. Journal of Business Research, 60 (12), 1253–1260.
Schiffman, L .G. and L. L. Kanuk (2000). Consumer Behavior, Upper Saddle River, N.J: Prentice Hall.
Schneider, E. (2004). Death with a Story. Human Communication Research, 30, 361-375.
Schubert, P. (2000). The pivotal role of community building in electronic commerce. Proceedings of the 33nd Hawaii International Conference on System Sciences.
Selznick, P. (1975). Leadership in administration. Berkeley, CA: University of California Press.
Semeijn, J., Riel, A.C.R.V., Birgelen, M.J.H.V., and Streukens, S. (2005). E-services and offline fulfilment: how e-loyalty is created. Managing Service Quality, 15 (2), 182-94.
Sharp, C. E., and M. Rowe. (2006). Online Games and E-business: Architecture for Integrating Business Models and Services into Online Games. IBM System Journal, 45(1), 161-179.
Shen, Y. C., Huang, C. Y., Chu, C. H., and Liao, H. C. (2010). Virtual Community Loyalty: An Interpersonal-Interaction Perspective. International Journal of Electronic Commerce, 15(1), 49-73.
Simon, J. B., Seigyoung, A., and Karen, S. (2005). Customer relationship dynamics: Service quality and customer loyalty in the context of varying levels of customer expertise and switching costs. Journal of the Academy of Marketing Science, 33 (2), 169-183.
Smahel, D., Blinka, L., and Ledabyl, O. (2008). Playing MMORPGs: Connections between addiction and identifying with a character. CyberPsychology and Behavior, 11 (6), 715–718.
Smith M., and Kollock, P. (1999). Communities in cyberspace, London: Routledge.
Spears, R., Postmes, T., Lea, M., and Wolbert, A. (2002). When are net effects gross products? The power of influence and the influence of power in computer-mediated communication. Journal of Social Issues, 58 (1), 91-107.
Tajfel, H. (1978). Social categorization, social identity and social comparison. In H. Tajfel (Ed.), Differentiation between social groups: Studies in the social psychology of intergroup relations (pp. 61-76). London: Academic Press.
Tajfel, H., and Turner, J. C. (1986). The social identity theory of intergroup behavior. In S.Worchel, W. G. Austin (Eds.), Psychology of intergroup relations (2nd edn. pp. 7–24). Chicago: Nelson-Hall.
Teng, C. I. (2010). Customization, immersion satisfaction, and online gamer loyalty. Computers in Human Behavior, 26, 1547–1554.
Teng, C. I., Chen, M.Y., Chen, Y.J., and Li, Y.J. (2012). Loyalty Due to Others: The Relationships Among Challenge, Interdependence, and Online Gamer Loyalty. Journal of Computer-Mediated Communication, 17, 489–500.
Turban, D. B., and Jones, A. P. (1988). Supervisor subordinate similarity - types, effects, and mechanisms. Journal of Applied Psychology, 73(2), 228-234.
Van den Bulte, and Stefan Wuyts (2007). Social Networks and Marketing. Cambridge, MA: Marketing Science Institute.
Van Looy, J. (2009). Games and Self-Imagining, a Comparative Media Perspective. Eludamos. Journal for Computer Game Culture, 3(1).
Van Looy, J., Courtois, C., De Vocht, M., and De Marez, L. (2012). Player identification in online games: Validation of a scale for measuring identification in MMOGs. Media Psychology, 15, 197-221.
Wangenheim, F., and Bayon, T. (2004). Satisfaction, loyalty and word of mouth within the customer base of a utility provider: differences between stayers, switchers and referral switchers. Journal of Consumer Behavior, 3 (3), 211-20.
Wann, D. L., and Branscombe, N. R. (1993). Sports fans: Measuring degree of identification with the team. International Journal of Sport Psychology, 24, 1-17.
Wu, J.H., Wang, S. C., and Tsai, H. H. (2010). Falling in love with online games: The uses and gratifications perspective. Computers in Human Behavior, 26, 1862–1871.
Yang, Z., and Peterson, R.T. (2004). Customer perceived value, satisfaction, and loyalty: the role of switching costs. Psychology & Marketing, 21 (10), 799-822.
Yee, N. (2005). Motivations of play in MMORPGs. Proceedings of DiGRA 2005, June 16-20, Vancouver, Canada.
Yee, N. (2006). Motivations for play in online games. CyberPsychology and Behavior 9 (6), 530-535.
Yee, N., and Bailenson, J. (2007). The Proteus Effect: The Effect of Transformed Self-Representation on Behavior. Human Computer Research, 33 (3), 271-290.
Yee, N., Bailenson, J., and Ducheneaut, N. (2009). The Proteus Effect: Implications of Transformed Digital Self-Representation on Online and Offline behavior. Comm. Research, 36, 285-312.
Yoo B, Donthu N, Lee S. (2000). An examination of selected marketing mix elements and brand equity. Journal of the Academy of Marketing Science, 28(Spring), 195-211.
Yu, Y.L. (2009). Efficient strategic plan of video game design. Verlag: VDM publishing house Ltd.
Zeithaml, V. A., Berry, L. L., and Parasuraman, A. (1996). The behavioral consequences of service quality. Journal of Marketing, 60 (2), 31–46.