Reference: | 1. Afuah, A., & Tucci, C. L. (2001). Internet business models and strategies: Text and cases. New York, NY: McGraw-Hill.
2. Applied Material (2021, Sep). AMAT Internal, base case, 5G smartphone shipment. Retrieved from Applies Material report.
3. ASUS台灣(無日期)。華碩大事紀【官方網站】。取自:https://www.asus.com/tw/content/about_asus_history/
4. Barney, J. B., & Ouchi, W. G. (1986). Organizational economics. San Francisco, CA: Jossey-Bass.
5. Canalys(2021, May) . Gaming smartphone specification trends. Retrieved from https://www.canalys.com/resources/Gaming-smartphone-specification-trends-May-2021-update?wtime=%7Bseek_to_second_number%7D
6. Growth (2019年11月28日)。完整掌握商業模式圖:圖文解析、案例練習及模式圖沒告訴你的事!。取自https://growthmarketing.tw/business-model-canvas/
7. Global Smartphone Shipment (Smartphone Model Market Tracker,2021)
8. Magretta, J. (2002). Why business models matter. Harvard Business Review, 80(5), 86-92.
9. Newzoo (2021)。2021年全球遊戲市場報告。取自:https://newzoo.com/cn/trend-reports/newzoo-global-games-market-report-2021-free-chinese-version
10. Newzoo (2022)。2022年全球遊戲市場報告。取自:https://newzoo.com/cn/trend-reports/newzoo-global-games-market-report-2022-free-version-cn
11. Osterwalder, A., & Pigneur, Y. (2010). Business model generation: a handbook for visionaries, game changers, and challengers (Vol. 1). Hoboken, NJ: John Wiley & Sons.
12. ROG(無日期)。ROG Phone II【官方網站】。取自:https://rog.asus.com/tw/phones/rog-phone-ii-model/
13. Timmers, P. (1998). Business models for electronic markets. Electronic markets, 8(2), 3-8.
14. Wikipedia(無日期)。電子競技。取自:https://zh.wikipedia.org/zh-tw/電子競技
15. Williamson, O. E. (1975). 1975: Markets and hierarchies. New York, NY: Free Press.
16. 邱志聖(2020)。策略行銷分析-架構與實務應用(五版)。台北市:元照出版 |