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Xiao, M. (2020). Factors influencing eSports viewership: An approach based on the theory of reasoned action. Communication & Sport, 8(1), 92-122.
Yang, K.-C., Huang, C.-H., Yang, C., & Yang, S. Y. (2017). Consumer attitudes toward online video advertisement: YouTube as a platform. Kybernetes, 46(5), 840-853.
Zanna, M. P., & Rempel, J. K. (2008). Attitudes: A new look at an old concept, Psychology Press, 7-15.
Zhao, Z. (2022). The Live Commerce of VTuber. 2022 5th International Conference on Humanities Education and Social Sciences, 324-331.
Zhou, X. (2020). Virtual youtuber kizuna ai: co-creating human-non-human interaction and celebrity-audience relationship, MSc in Media and Communication.
Zillman, D., & Cantor, J. R. (1977). Affective responses to the emotions of a protagonist. Journal of Experimental Social Psychology, 13(2), 155-165.
Zillmann, D. (2000). Basal morality in drama appreciation; Moving images, culture, and the mind, Luton University Press, 53-63.
二、中文文獻
Lo, W.-T., & Tao, C.-C. (2015)。 輸球也快樂? 以情緒階段模式探討運動賽事享樂感. 資訊社會研究(29), 99-126.
張偉豪, & 統計學(2011)。 SEM 論文寫作不求人. 三星統計發行.
游易霖, & 方彩欣(2014)。 由情感模式探究消費者對虛擬角色認同感的重要性. 設計研究學報(7), 97-111.
黃芳銘(2015)。 結構方程模式-理論與應用. 台灣五南圖書出版股份有限公司.
三、日文文獻
横田健治(2019)。 バーチャル YouTuber の提供価値の分析. 電子情報通信学会誌= The journal of the Institute of Electronics, Information and Communication Engineers, 102(7), 654-659.
四、網路資料
《OpView社群口碑資料庫》(2021年7月22日)。 疫情下火紅的互動模式:直播平台網路聲量分析。《OpView社群口碑資料庫》。https://www.opview.com.tw/social_watch
BusinessDigestEditorial (2022年1月21日)。 【行銷有辦法】品牌吉祥物行銷古老但很有效!好處到底在哪?。 https://businessdigest.io/%E5%95%86%E6%A5%AD%E6%99%BA%E6%85%A7/%E8%A1%8C%E9%8A%B7%E6%9C%89%E8%BE%A6%E6%B3%95-%E5%93%81%E7%89%8C%E5%90%89%E7%A5%A5%E7%89%A9%E8%A1%8C%E9%8A%B7%E5%8F%A4%E8%80%81%E4%BD%86%E5%BE%88%E6%9C%89%E6%95%88-%E5%A5%BD%E8%99%95%E5%88%B0%E5%BA%95%E5%9C%A8%E5%93%AA
HypeAuditor (2021年12月7日). The Top Virtual Instagram Influencers in 2021. https://hypeauditor.com/blog/the-top-instagram-virtual-influencers-in-2021/
KOL Rader(2022年3月24日)。 VTuber 是什麼?AI 虛擬網紅會取代一般網 紅嗎?
https://www.kolradar.com/blog/trend-sharing/vtuber-marketing-trend/
National Geographic of Azeroth Forum (2020). National Geographic of Azeroth Forum: VTuber Discussion Board.
https://bbs.nga.cn/thread.php?fd=-60204499.
PLAYBOARD(2021). 2021 Most Super Chatted.
https://playboard.co/en/youtube-ranking/most-superchatted-all-channels-in-worldwide-yearly?period=1609459200
PLAYBOARD(2022). 2022 Most Super Chatted.
https://playboard.co/en/youtube-ranking/most-superchatted-all-channels-in-worldwide-yearly?period=1609459200
UserLocal(2020). バーチャルYouTuber、本日1万3千人を突破(ユーザーローカル調べ).
https://www.userlocal.jp/press/20201109vi/
UserLocal(2022). VTuber(バーチャルYouTuber)、ついに2万人を突破(ユーザーローカル調べ).
https://www.userlocal.jp/press/20221129vt/
VIVE後浪潮(2021年9月24日)。 逐漸模糊的界線,比真人更真實的虛擬偶像.
https://www.vivepostwave.com/3633/alter-ego/
WENKMEDIA(2021年11月12日)。 二次元虛擬Youtuber當道!VTuber製作流程大公開。
https://blog.wenk-media.com/?p=1316
今周刊(2021年7月13日)。 「VTuber」浪潮襲來! 大學生創業、開直播 盼把台灣推向世界。https://www.businesstoday.com.tw/article/category/80392/post/202107130034/
王國川(2000)。內在效度的威脅。教育大辭書https://pedia.cloud.edu.tw/Entry/Detail/?title=%E5%85%A7%E5%9C%A8%E6%95%88%E5%BA%A6%E7%9A%84%E5%A8%81%E8%84%85
王國川(2000)。外在效度的威脅。教育大辭書
https://pedia.cloud.edu.tw/Entry/Detail/?title=%E5%A4%96%E5%9C%A8% E6%95%88%E5%BA%A6%E7%9A%84%E5%A8%81%E8%84%85
株 式 会 社 ユ ザ ロ カ ル(2020).
https://virtual-youtuber.userlocal.jp/document/ranking
烽燧視覺/FSVP(2023年7月7日)。 虛擬人發展趨勢:VTuber 商業應用。 https://vocus.cc/article/64a78f14fd897800014ff36f
遊戲角落(2021年4月3日)。 好好看台不行嗎?Vtuber最受不了的觀眾行為大蒐集.
https://game.udn.com/game/story/122090/5362110 |