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題名 宏都拉斯運用台灣商業經驗的商業發展架構:線上遊戲個案
作者 包諾可
Enoc Burgos Gándara
貢獻者 張力元
Charles Trappey
包諾可
Enoc Burgos Gándara
關鍵詞 宏都拉斯
Honduras
日期 2004
上傳時間 14-Sep-2009 09:53:38 (UTC+8)
摘要 宏都拉斯運用台灣商業經驗的商業發展架構:線上遊戲個案
Chapter I
     Business Overview
     1.1 Mission and objectives
     1.2 Limitations
     1.3 Structure
     
     Chapter II
     Introduction
     2.1 Beginning of the gaming industry
     2.2 Current industry situation
     2.3 Future industry expectations
     
     Chapter III
     Market Analysis
     3.1 Market overview
     3.2 Market research
     3.2.1 Population size
     3.2.2 Sample size
     3.3 Market analysis
     3.3.1 Demographics
     3.4 Product demand analysis
     3.4.1 Analysis of results
     3.4.2 Summary of results
     3.5 Study on market supply
     3.6 Product pricing
     3.7 Marketing strategy
     3.7.1 The Product
     3.7.2 Payment
     3.7.3 Product Promotion
     3.7.4 Entry Strategy
     3.8 Market projections
     
     Chapter IV
     Operational Plan
     4.1 Description of operations
     4.1.1 Initial product licensing
     4.1.2 Legal considerations and procedures
     4.2 Operational details
     4.3 Business location
     4.4 Size of project
     4.5 Availability of materials and costs
     4.6 Human resources and organization
     4.6.1 Organizational structure
     4.6.2 Job descriptions
     4.6.3 Wage structure
     4.7 Installed capacity
     4.7.1 Physical location
     4.7.2 Equipment and furniture
     
     Chapter V
     Financial Plan
     5.1 Investment plan
     5.2 Budgets
     5.2.1 Budget costs (direct and indirect costs)
     5.2.2 Sales & management expenses
     5.3 Financial statements
     5.3.1 Income statement (pro-forma)
     5.3.2 Cash flows
     5.3.3 Statement of retained earnings
     5.3.4 Balance sheet
     5.4 Financial analysis
     5.4.1 Breakeven point
     5.4.2 Pay-back period
     5.4.3 Methods for evaluating the project
     5.5 Scenarios
     5.5.1 Legal Issues
     
     Chapter VI
     Social Implications
     Conclusions
     
     References
     Appendices
     Appendix 3.1
     Appendix 3.2
     Appendix 3.3
參考文獻 Arnum, Eric. (1999). Internet Topology and Connectivity in the Americas –Final Report, < http://www.iabin-us.org/documents/final_report.htm> accessed April 19th, 2005
Bartle, Richard. (1999). Responses to questions put to key people from the gaming sector concerning the future directions of the sector. Multi-User Entertainment Ltd., MUSE. <http://www.mud.co.uk/richard/tfog.htm> accessed April 26th, 2005
Berkowitz, Ben. (April 7th, 2005). Reuters Limited, Men spend more on video games than music, Reproduced in ‘C|Net Network News.com’, (Published: April 7th, 2005, 5:51 PM PDT)
<http://news.com.com/Men+spend+more+on+video+games+than+music/2100-1043_3-5659378.html > accessed April 20th, 2005
Central Bank of China, Foreign Exchange Management, Foreign Exchange Regime, N.T. Dollar – U.S. Dollar rate, May 24th, 2005. Republic of China (Taiwan) <http://www.cbc.gov.tw/EngHome/Eforeign/Statistics/Edaily_release.asp> accessed May 24th, 2005
Central Bank of Honduras, Foreign Exchange rates, Honduran Lempira – U.S. Dollar rate, 18.989. Republic of Honduras <http://www.bch.hn/> accessed May 26th, 2005
Central Bank of Honduras, Average bond rates -2004. Republic of Honduras <http://www.bch.hn/credival/subasta2004.pdf> accessed May 30th, 2005
The CIA World Factbook, Honduras, (2005). <http://www.cia.gov/cia/publications/factbook/geos/ho.html> accessed April 19th, 2005
Comisión Nacional de Telecomunicaciones de Honduras, CONATEL, (April 28th, 2005). Statistical Indicators, <http://www.conatel.hn/indicadores_estadisticos.htm> accessed April 28th, 2005
Datamonitor, (March 1st, 2004). Online Gaming in Asia Pacific Report 2004, , Research and analysis highlights, China and Taiwan: massive growth, p. 52.
Dirección Ejecutiva de Ingresos (DEI) – Executive Income Agency, Sales Tax Laws, Law and Decree number 24, Republic of Honduras. May 26th, 2005. <http://www.dei.gob.hn/doc%20word%20leyes/ley_ventas.doc> accessed May 26th, 2005
DFC Intelligence. (August 5th, 2004). Online Game Market Report 2004. Reproduced from ‘the DFC Intelligence Website, Still Substantial Growth Potential for MMOG Games. < http://www.dfcint.com/game_article/aug04article.html > accessed March 19th, 2005.
The Economist Magazine print edition. (December 11th, 2003 | Seoul). Invaders from the land of broadband.
< http://www.economist.com/displaystory.cfm?story_id=2287063> accessed April 19th, 2005
The Foundation for Investment and Development of Exports, FIDE. Legal Information on How to Start a Company in Honduras, Honduras Info. (2005). < http://www.hondurasinfo.hn/eng/hsc/legal_information.asp> accessed May 25th, 2005
Flynn, Bernadette. (October 2001). Video Games and the New Look Domesticity. <http://eserver.org/bs/57/flynn.html> accessed April 26th, 2005
Hills, Gerald E. (1994). Marketing and Entrepreneurship – Research Ideas and Opportunities, London, Greenwood Publishing Group, Inc.,
Harris, Jessica. The effects of computer games on young children – a review of the research. http://www.homeoffice.gov.uk/rds/pdfs/occ72-compgames.pdf accessed May 30th, 2005.
Griffiths, M.D. (1991) ‘Amusement machine playing in childhood and adolescence: A comparative analysis of video games and fruit machines’, Journal of Adolescence, pp. 53–73
IDC report series. (2004). Asia/Pacific Online Gaming Report. <http://www.idc.com/getfile.dyn?containerId=IDC_P6396&attachmentId=46494946&Id=null> accessed April 26th, 2005
Informa Media Group, Database, Reproduced in ‘The Economist Magazine print edition. Strong players, (December 12th, 2002) <http://www.economist.com/displaystory.cfm?story_id=1494010> accessed April 19th, 2005
Interactive Digital Software Association. (2003). Essential facts about the video and computer game industry. < http://www.idsa.com/fastfacts_frame.html> accessed April 28th, 2005
International Cable Protection Committee. (May 18th, 2004). Caribbean Region. < http://www.iscpc.org/cabledb/caribbean.htm > accessed April 20 Th, 2005
Internet World Statistics - Usage and population statistic. (2005). Internet Users in Central America. < http://www.internetworldstats.com/stats2.htm#central > accessed April 19th, 2005.
Japan International Cooperation Agency, JICA. (2001-2005). Poverty Reduction Country Profile – Honduras. Poverty Reduction Strategy Paper. <http://www.jica.go.jp/english/global/pov/profiles/pdf/hon_eng.pdf> accessed April 27th, 2005
Kestenbaum, G.I. and Weinstein, L. (1985) ‘Personality, psychopathology and developmental issues in male adolescent video game use’, Journal of the American Academy of Child Psychiatry, 24, pp. 208–212
Kotler, Phillip. (1991) Marketing Management, 7th edition, New Jersey: Prentice Hall Inc. p. 583
Levine, Stephan, Krehbiel and Brerenson. (2002). Statistics for Managers Using Microsoft® Excel, 3rd Edition, New Jersey: Prentice-Hall International, p. 301-303
The Lonely PlanetTM. (2005). Destination – Honduras, http://www.lonelyplanet.com/destinations/central_america/honduras/ accessed April 28th, 2005
Lin, S. and Lepper, M.R. (1987) ‘Correlates of children’s usage of video games and computers’, Journal of Applied Social Psychology, 17, 1, pp. 72–93
Mejia, Pedro. (2004). Reports on Networking Infrastructure in Honduras, The present state of the Internet in Honduras. <http://www.nsrc.org/db/lookup/operation=lookup-report/ID=1082674266763:488580271/fromPage=HN> accessed April 27th, 2005
Ministry of Information and Communication (MIC) - National Computerization Agency (NCA). (2003). White Paper Internet Korea 2003, Seoul, Chart 5-02 Global Game Industry Trend, p. 60.
Mulligan, Jessica. (July 3rd, 2001). Biting the Hand Columns, Small developers to get a shot? < http://www.skotos.net/articles/BTH_04.html> accessed April 26th, 2005
Network Startup Resource Center. (2004). Internet operators in Honduras. <http://nsrc.org/CENTRAM/HN/operadores-internet-honduras.pdf> accessed April 20th, 2005
O’Flanagan, Niall. (2001). Networks and Telecommunications Research Group. The history of network gaming. 4BA2 Network Project 2001. < http://ntrg.cs.tcd.ie/undergrad/4ba2.02/> accessed April 20th, 2005
Romania Factbook 2005. (2005). European Film Industry Report, Global Film Industry - Origin of Revenues. < http://www.factbook.net/wbglobal_rev.htm > accessed April 27 th, 2005
Shotton, M. (1989). Computer Addiction? A study of computer dependency, London
Twomey, David. (2004). Anderson’s Business Law & Legal Environment Standard. 19th Edition, Oregon. :Thomson Learning Publishing. P. 873 – 874.
University of Costa Rica, Centro Centroamericano de Población (CCP). (April, 2005) Honduras: projection of the total population by sex and quinquennial age groups, (Period 1980 2010). <http://ccp.ucr.ac.cr/observa/tablas/tabla17.htm> accessed April 19th, 2005
Van Horne, James. (2002). Financial Management and Policy, 12th Ed., New Jersey: Prentice Hall Inc. p. 138 – 142.
Winkel, M., Novak, D.M. and Hopson, H. (1987) ‘Personality factors, subject gender and the effects of aggressive video games on aggression in adolescents’, Journal of Research in Personality, 21, pp. 211–23
Yamane, Taro. (1967). Statistics, An Introductory Analysis, 2nd Ed., New York: Harper and Row. Reproduced in ‘Determining Sample size’, University of Florida, Florida Cooperative Extension Service, Fact Sheet PEOD-6, (November, 1992) <http://edis.ifas.ufl.edu/pdffiles/PD/PD00600.pdf.> accessed April 12th, 2005
描述 碩士
國立政治大學
國際經營管理碩士班(IMBA)
92933036
93
資料來源 http://thesis.lib.nccu.edu.tw/record/#G0929330361
資料類型 thesis
dc.contributor.advisor 張力元zh_TW
dc.contributor.advisor Charles Trappeyen_US
dc.contributor.author (Authors) 包諾可zh_TW
dc.contributor.author (Authors) Enoc Burgos Gándaraen_US
dc.creator (作者) 包諾可zh_TW
dc.creator (作者) Enoc Burgos Gándaraen_US
dc.date (日期) 2004en_US
dc.date.accessioned 14-Sep-2009 09:53:38 (UTC+8)-
dc.date.available 14-Sep-2009 09:53:38 (UTC+8)-
dc.date.issued (上傳時間) 14-Sep-2009 09:53:38 (UTC+8)-
dc.identifier (Other Identifiers) G0929330361en_US
dc.identifier.uri (URI) https://nccur.lib.nccu.edu.tw/handle/140.119/31379-
dc.description (描述) 碩士zh_TW
dc.description (描述) 國立政治大學zh_TW
dc.description (描述) 國際經營管理碩士班(IMBA)zh_TW
dc.description (描述) 92933036zh_TW
dc.description (描述) 93zh_TW
dc.description.abstract (摘要) 宏都拉斯運用台灣商業經驗的商業發展架構:線上遊戲個案zh_TW
dc.description.abstract (摘要) Chapter I
     Business Overview
     1.1 Mission and objectives
     1.2 Limitations
     1.3 Structure
     
     Chapter II
     Introduction
     2.1 Beginning of the gaming industry
     2.2 Current industry situation
     2.3 Future industry expectations
     
     Chapter III
     Market Analysis
     3.1 Market overview
     3.2 Market research
     3.2.1 Population size
     3.2.2 Sample size
     3.3 Market analysis
     3.3.1 Demographics
     3.4 Product demand analysis
     3.4.1 Analysis of results
     3.4.2 Summary of results
     3.5 Study on market supply
     3.6 Product pricing
     3.7 Marketing strategy
     3.7.1 The Product
     3.7.2 Payment
     3.7.3 Product Promotion
     3.7.4 Entry Strategy
     3.8 Market projections
     
     Chapter IV
     Operational Plan
     4.1 Description of operations
     4.1.1 Initial product licensing
     4.1.2 Legal considerations and procedures
     4.2 Operational details
     4.3 Business location
     4.4 Size of project
     4.5 Availability of materials and costs
     4.6 Human resources and organization
     4.6.1 Organizational structure
     4.6.2 Job descriptions
     4.6.3 Wage structure
     4.7 Installed capacity
     4.7.1 Physical location
     4.7.2 Equipment and furniture
     
     Chapter V
     Financial Plan
     5.1 Investment plan
     5.2 Budgets
     5.2.1 Budget costs (direct and indirect costs)
     5.2.2 Sales & management expenses
     5.3 Financial statements
     5.3.1 Income statement (pro-forma)
     5.3.2 Cash flows
     5.3.3 Statement of retained earnings
     5.3.4 Balance sheet
     5.4 Financial analysis
     5.4.1 Breakeven point
     5.4.2 Pay-back period
     5.4.3 Methods for evaluating the project
     5.5 Scenarios
     5.5.1 Legal Issues
     
     Chapter VI
     Social Implications
     Conclusions
     
     References
     Appendices
     Appendix 3.1
     Appendix 3.2
     Appendix 3.3
-
dc.description.tableofcontents Chapter I
     Business Overview
     1.1 Mission and objectives
     1.2 Limitations
     1.3 Structure
     
     Chapter II
     Introduction
     2.1 Beginning of the gaming industry
     2.2 Current industry situation
     2.3 Future industry expectations
     
     Chapter III
     Market Analysis
     3.1 Market overview
     3.2 Market research
     3.2.1 Population size
     3.2.2 Sample size
     3.3 Market analysis
     3.3.1 Demographics
     3.4 Product demand analysis
     3.4.1 Analysis of results
     3.4.2 Summary of results
     3.5 Study on market supply
     3.6 Product pricing
     3.7 Marketing strategy
     3.7.1 The Product
     3.7.2 Payment
     3.7.3 Product Promotion
     3.7.4 Entry Strategy
     3.8 Market projections
     
     Chapter IV
     Operational Plan
     4.1 Description of operations
     4.1.1 Initial product licensing
     4.1.2 Legal considerations and procedures
     4.2 Operational details
     4.3 Business location
     4.4 Size of project
     4.5 Availability of materials and costs
     4.6 Human resources and organization
     4.6.1 Organizational structure
     4.6.2 Job descriptions
     4.6.3 Wage structure
     4.7 Installed capacity
     4.7.1 Physical location
     4.7.2 Equipment and furniture
     
     Chapter V
     Financial Plan
     5.1 Investment plan
     5.2 Budgets
     5.2.1 Budget costs (direct and indirect costs)
     5.2.2 Sales & management expenses
     5.3 Financial statements
     5.3.1 Income statement (pro-forma)
     5.3.2 Cash flows
     5.3.3 Statement of retained earnings
     5.3.4 Balance sheet
     5.4 Financial analysis
     5.4.1 Breakeven point
     5.4.2 Pay-back period
     5.4.3 Methods for evaluating the project
     5.5 Scenarios
     5.5.1 Legal Issues
     
     Chapter VI
     Social Implications
     Conclusions
     
     References
     Appendices
     Appendix 3.1
     Appendix 3.2
     Appendix 3.3
zh_TW
dc.language.iso en_US-
dc.source.uri (資料來源) http://thesis.lib.nccu.edu.tw/record/#G0929330361en_US
dc.subject (關鍵詞) 宏都拉斯zh_TW
dc.subject (關鍵詞) Hondurasen_US
dc.title (題名) 宏都拉斯運用台灣商業經驗的商業發展架構:線上遊戲個案zh_TW
dc.type (資料類型) thesisen
dc.relation.reference (參考文獻) Arnum, Eric. (1999). Internet Topology and Connectivity in the Americas –Final Report, < http://www.iabin-us.org/documents/final_report.htm> accessed April 19th, 2005zh_TW
dc.relation.reference (參考文獻) Bartle, Richard. (1999). Responses to questions put to key people from the gaming sector concerning the future directions of the sector. Multi-User Entertainment Ltd., MUSE. <http://www.mud.co.uk/richard/tfog.htm> accessed April 26th, 2005zh_TW
dc.relation.reference (參考文獻) Berkowitz, Ben. (April 7th, 2005). Reuters Limited, Men spend more on video games than music, Reproduced in ‘C|Net Network News.com’, (Published: April 7th, 2005, 5:51 PM PDT)zh_TW
dc.relation.reference (參考文獻) <http://news.com.com/Men+spend+more+on+video+games+than+music/2100-1043_3-5659378.html > accessed April 20th, 2005zh_TW
dc.relation.reference (參考文獻) Central Bank of China, Foreign Exchange Management, Foreign Exchange Regime, N.T. Dollar – U.S. Dollar rate, May 24th, 2005. Republic of China (Taiwan) <http://www.cbc.gov.tw/EngHome/Eforeign/Statistics/Edaily_release.asp> accessed May 24th, 2005zh_TW
dc.relation.reference (參考文獻) Central Bank of Honduras, Foreign Exchange rates, Honduran Lempira – U.S. Dollar rate, 18.989. Republic of Honduras <http://www.bch.hn/> accessed May 26th, 2005zh_TW
dc.relation.reference (參考文獻) Central Bank of Honduras, Average bond rates -2004. Republic of Honduras <http://www.bch.hn/credival/subasta2004.pdf> accessed May 30th, 2005zh_TW
dc.relation.reference (參考文獻) The CIA World Factbook, Honduras, (2005). <http://www.cia.gov/cia/publications/factbook/geos/ho.html> accessed April 19th, 2005zh_TW
dc.relation.reference (參考文獻) Comisión Nacional de Telecomunicaciones de Honduras, CONATEL, (April 28th, 2005). Statistical Indicators, <http://www.conatel.hn/indicadores_estadisticos.htm> accessed April 28th, 2005zh_TW
dc.relation.reference (參考文獻) Datamonitor, (March 1st, 2004). Online Gaming in Asia Pacific Report 2004, , Research and analysis highlights, China and Taiwan: massive growth, p. 52.zh_TW
dc.relation.reference (參考文獻) Dirección Ejecutiva de Ingresos (DEI) – Executive Income Agency, Sales Tax Laws, Law and Decree number 24, Republic of Honduras. May 26th, 2005. <http://www.dei.gob.hn/doc%20word%20leyes/ley_ventas.doc> accessed May 26th, 2005zh_TW
dc.relation.reference (參考文獻) DFC Intelligence. (August 5th, 2004). Online Game Market Report 2004. Reproduced from ‘the DFC Intelligence Website, Still Substantial Growth Potential for MMOG Games. < http://www.dfcint.com/game_article/aug04article.html > accessed March 19th, 2005.zh_TW
dc.relation.reference (參考文獻) The Economist Magazine print edition. (December 11th, 2003 | Seoul). Invaders from the land of broadband.zh_TW
dc.relation.reference (參考文獻) < http://www.economist.com/displaystory.cfm?story_id=2287063> accessed April 19th, 2005zh_TW
dc.relation.reference (參考文獻) The Foundation for Investment and Development of Exports, FIDE. Legal Information on How to Start a Company in Honduras, Honduras Info. (2005). < http://www.hondurasinfo.hn/eng/hsc/legal_information.asp> accessed May 25th, 2005zh_TW
dc.relation.reference (參考文獻) Flynn, Bernadette. (October 2001). Video Games and the New Look Domesticity. <http://eserver.org/bs/57/flynn.html> accessed April 26th, 2005zh_TW
dc.relation.reference (參考文獻) Hills, Gerald E. (1994). Marketing and Entrepreneurship – Research Ideas and Opportunities, London, Greenwood Publishing Group, Inc.,zh_TW
dc.relation.reference (參考文獻) Harris, Jessica. The effects of computer games on young children – a review of the research. http://www.homeoffice.gov.uk/rds/pdfs/occ72-compgames.pdf accessed May 30th, 2005.zh_TW
dc.relation.reference (參考文獻) Griffiths, M.D. (1991) ‘Amusement machine playing in childhood and adolescence: A comparative analysis of video games and fruit machines’, Journal of Adolescence, pp. 53–73zh_TW
dc.relation.reference (參考文獻) IDC report series. (2004). Asia/Pacific Online Gaming Report. <http://www.idc.com/getfile.dyn?containerId=IDC_P6396&attachmentId=46494946&Id=null> accessed April 26th, 2005zh_TW
dc.relation.reference (參考文獻) Informa Media Group, Database, Reproduced in ‘The Economist Magazine print edition. Strong players, (December 12th, 2002) <http://www.economist.com/displaystory.cfm?story_id=1494010> accessed April 19th, 2005zh_TW
dc.relation.reference (參考文獻) Interactive Digital Software Association. (2003). Essential facts about the video and computer game industry. < http://www.idsa.com/fastfacts_frame.html> accessed April 28th, 2005zh_TW
dc.relation.reference (參考文獻) International Cable Protection Committee. (May 18th, 2004). Caribbean Region. < http://www.iscpc.org/cabledb/caribbean.htm > accessed April 20 Th, 2005zh_TW
dc.relation.reference (參考文獻) Internet World Statistics - Usage and population statistic. (2005). Internet Users in Central America. < http://www.internetworldstats.com/stats2.htm#central > accessed April 19th, 2005.zh_TW
dc.relation.reference (參考文獻) Japan International Cooperation Agency, JICA. (2001-2005). Poverty Reduction Country Profile – Honduras. Poverty Reduction Strategy Paper. <http://www.jica.go.jp/english/global/pov/profiles/pdf/hon_eng.pdf> accessed April 27th, 2005zh_TW
dc.relation.reference (參考文獻) Kestenbaum, G.I. and Weinstein, L. (1985) ‘Personality, psychopathology and developmental issues in male adolescent video game use’, Journal of the American Academy of Child Psychiatry, 24, pp. 208–212zh_TW
dc.relation.reference (參考文獻) Kotler, Phillip. (1991) Marketing Management, 7th edition, New Jersey: Prentice Hall Inc. p. 583zh_TW
dc.relation.reference (參考文獻) Levine, Stephan, Krehbiel and Brerenson. (2002). Statistics for Managers Using Microsoft® Excel, 3rd Edition, New Jersey: Prentice-Hall International, p. 301-303zh_TW
dc.relation.reference (參考文獻) The Lonely PlanetTM. (2005). Destination – Honduras, http://www.lonelyplanet.com/destinations/central_america/honduras/ accessed April 28th, 2005zh_TW
dc.relation.reference (參考文獻) Lin, S. and Lepper, M.R. (1987) ‘Correlates of children’s usage of video games and computers’, Journal of Applied Social Psychology, 17, 1, pp. 72–93zh_TW
dc.relation.reference (參考文獻) Mejia, Pedro. (2004). Reports on Networking Infrastructure in Honduras, The present state of the Internet in Honduras. <http://www.nsrc.org/db/lookup/operation=lookup-report/ID=1082674266763:488580271/fromPage=HN> accessed April 27th, 2005zh_TW
dc.relation.reference (參考文獻) Ministry of Information and Communication (MIC) - National Computerization Agency (NCA). (2003). White Paper Internet Korea 2003, Seoul, Chart 5-02 Global Game Industry Trend, p. 60.zh_TW
dc.relation.reference (參考文獻) Mulligan, Jessica. (July 3rd, 2001). Biting the Hand Columns, Small developers to get a shot? < http://www.skotos.net/articles/BTH_04.html> accessed April 26th, 2005zh_TW
dc.relation.reference (參考文獻) Network Startup Resource Center. (2004). Internet operators in Honduras. <http://nsrc.org/CENTRAM/HN/operadores-internet-honduras.pdf> accessed April 20th, 2005zh_TW
dc.relation.reference (參考文獻) O’Flanagan, Niall. (2001). Networks and Telecommunications Research Group. The history of network gaming. 4BA2 Network Project 2001. < http://ntrg.cs.tcd.ie/undergrad/4ba2.02/> accessed April 20th, 2005zh_TW
dc.relation.reference (參考文獻) Romania Factbook 2005. (2005). European Film Industry Report, Global Film Industry - Origin of Revenues. < http://www.factbook.net/wbglobal_rev.htm > accessed April 27 th, 2005zh_TW
dc.relation.reference (參考文獻) Shotton, M. (1989). Computer Addiction? A study of computer dependency, Londonzh_TW
dc.relation.reference (參考文獻) Twomey, David. (2004). Anderson’s Business Law & Legal Environment Standard. 19th Edition, Oregon. :Thomson Learning Publishing. P. 873 – 874.zh_TW
dc.relation.reference (參考文獻) University of Costa Rica, Centro Centroamericano de Población (CCP). (April, 2005) Honduras: projection of the total population by sex and quinquennial age groups, (Period 1980 2010). <http://ccp.ucr.ac.cr/observa/tablas/tabla17.htm> accessed April 19th, 2005zh_TW
dc.relation.reference (參考文獻) Van Horne, James. (2002). Financial Management and Policy, 12th Ed., New Jersey: Prentice Hall Inc. p. 138 – 142.zh_TW
dc.relation.reference (參考文獻) Winkel, M., Novak, D.M. and Hopson, H. (1987) ‘Personality factors, subject gender and the effects of aggressive video games on aggression in adolescents’, Journal of Research in Personality, 21, pp. 211–23zh_TW
dc.relation.reference (參考文獻) Yamane, Taro. (1967). Statistics, An Introductory Analysis, 2nd Ed., New York: Harper and Row. Reproduced in ‘Determining Sample size’, University of Florida, Florida Cooperative Extension Service, Fact Sheet PEOD-6, (November, 1992) <http://edis.ifas.ufl.edu/pdffiles/PD/PD00600.pdf.> accessed April 12th, 2005zh_TW