一、中文部分
CNNIC (2008)。2008年中國網路遊戲用戶調研分析報告。中國互聯網路資訊中心。
中華民國網路消費協會 (2009)。2009年十大網路民怨新聞稿。2009/12/29。
王以瑾 (2002)。虛擬世界也有假鈔 天堂發現上億偽幣。2002/07/18。東森新聞報。
汪文豪 (2002)。網路神軍團 詐騙虛擬裝備。2002年3月11日。聯合報。
林文龍 (2002)。線上遊戲犯罪偵查模式之研究。佛光人文社會學院資訊學研究所碩士論文。林浚奕 (2007)。警方查獲線上遊戲「幣商」非法複製寶物。2007年03月26日。臺北市政府警察局新聞稿。
柯巧心 (2008)。台灣線上遊戲犯罪模式分析之實證研究。中央警察大學資訊管理研究所碩士論文。張清溪、許嘉棟、劉鶯釧、吳聰敏 (2007)。經濟學(第三版)。翰蘆圖書出版有限公司。
陳金章 (2009)。線上麻將三坑一 月詐逾億。2009年03月26日。聯合報。
陳英傑、林樹國、黃景彰 (2002)。探究網路線上遊戲引發之司法與資訊安全問題。第四屆網際空間:資訊、法律與社會研討會。
陳英傑、林樹國、黃景彰 (2003)。線上遊戲犯罪對E社會的影響–以台灣2002年移送案件為例。International Conference on Innovative Information Technology Policy and E-Society。國立政治大學商學院。
陳俍任 (2006)。消費爭議線上遊戲去年排第一。C4版。北市綜合。2006年1月27日。聯合報。
黃景彰 (2001)。資訊安全-電子商務之基礎。台北:華泰書局。
黃景彰、周淑羚、葉怡鎮、蔡榮隆 (2006)。電子病歷之真確性保護機制。Vol.13 No.4。2006年10月。資訊管理學報。第53-71頁。黃景彰、蔡榮隆、周淑羚 (2008)。一種用於保護數位文件之資料完整性及正確性的方法。中華民國專利編號:I297873。2008年6月11日。
經濟部 (2006)。線上遊戲定型化契約範本。行政院消費者保護委員會第131次委員會議審議通過。經濟部95年2月17日經授工字第09500511980號公告。
蔡其芳 (2005)。線上遊戲竊盜加害與被害特徵之研究。國立台北大學犯罪學研究所碩士論文。
鄭明松、陳明光、吳思涵 (2002)。台灣線上遊戲發展契機之探討。軟體產業通訊。第46期。第9-21頁。
盧貞吟 (2003)。強化線上遊戲吸引力之策略研究-以線上遊戲天堂為例。國立成功大學工業設計研究所碩士論文。
蘇勝嘉 (2002)。網際網路之犯罪型態-以網路連線遊戲為中心。國立台北大學法學研究所碩士論文。
二、英文部分
Allan, K. and Crabtree, T. (2004). Next generation video-game consoles: platforms & markets, Juniper research limited.
Bank of International Settlement (1996). Implications for central banks of the development of electronic money.
Castronova, E. (2002). On virtual economies. CESifo Working Paper Series No. 752.
Chaum, D. (1983). Blind signatures for untraceable payments. Advances in Cryptology - Crypto '82. Springer-Verlag (1983). pp. 199-203.
Chen, Y. C., Chen, P. S., Hwang, J. J., Korba, L., Song, R., Yee, G. (2005). Analysis of online gaming crime characteristics. Internet Research: Electronic Networking Applications and Policy. Vol. 15, No. 3 (15:3) 2005. pp. 246-261.
Chen, Y. C., Chen, P. S., Song, R., Korba, L. (2004). Online Gaming Crime and Security Issue– Cases and Countermeasures from Taiwan. Second annual conference on privacy Security and Trust. Fredericton, N.B., Canada.
Chen, Y. C., Hwang, J. J., Yee, G., Song, R., Korba, L. (2005). Online gaming cheating and security issue. International Conference on Information Technology (ITCC 2005). Las Vegas, Nevada.
Cope, B. and Freeman, R. (2001). Digital Rights Management and Content Development: Technology drivers across the book production supply chain, from creator to consumer. Common Ground Pub.
Curtis, P. (1992). Mudding: social phenomena in text-based virtual realities. Paper present at proceedings of directions and implications of advanced computing (DIAC'92) symposium. Berkeley, California, US.
Dalziel, J. (2002). Reflections on the collaborative online learning and information systems(COLIS) demonstrator project and the ‘learning object lifecycle’. Proceedings of the 19th Annual Conference of ASCILITE. Volume 1. Auckland NZ: UNITEC.DFC (2006). The online game market. DFC Intelligence 2006. Game industry report
Farsetti, A. and Pasqui, V. (2002). District architecture for networked editions: technical model and metadata. In proceedings of the international conference on Dublin core and metadata for e-Communities. Firenze University Press. Florence, Italy.
Gadd, E., Oppenheim, C., and Probets, S. (2003). The intellectual property rights issues facing self-archiving: key findings of the RoMEO project. D-Lib magazine.
Guth, S., Neumann, G. and Strembeck, M. (2003). Experiences with the enforcement of access rights extracted from ODRL-based digital contracts. In proceeding of the ACM workshop on digital rights management. Washington DC/USA.
In-Stat (2008). Online gaming in Asia: strong potential for growth. In-Stat limited.
Jamieson, J., Online gaming portal for crime cybercrime - expert warns the problem could find its way to North America. The Province Newspaper. Vancouver, Canada.
Jarett, A., Estanislao, J. Dunin, E., Maclean, J., Robbins, B., Rohrl, D., Welch, J., and Valadares, J. (2003). IGDA online games white paper. International Game Developers Association (IGDA).
KOGIA (2006). The rise of Korean games white paper. Korea Game Industry Agency.
Koster, P., Montaner, J., Koraichi, N., and Iacob, S. (2007), Introduction of the domain issuer in OMA DRM. Consumer Communications and Networking Conference(CCNC) 4th IEEE.
Lehdonvirta, V. (2009). Virtual item sales as a revenue model: identifying attributes that drive purchase decisions Forthcoming. Electronic commerce research 9(1-2), Springer.
MacInnes, I. (2006). Property rights, legal issues, and business models in virtual world communities. Electronic commerce research.
Mulligan, J. and Patrovsky, B. (2003). Developing Online Games: An Insider's Guide (Nrg-Programming). New Riders Games.
Peig, E. and Delgado, J. (2005). Embedding ODRL statements in Dublin core. Second international ODRL workshop. Portugal, July.
Pucella, R. and Weissman, V. (2004). A formal foundation for ODRL. Workshop on issues in the theory of security (WITS-04). Cornell University.
Reid, E. (1995). Virtual worlds: culture and imagination. Cybersociety: Computer-mediated communication and community. London: Sage Publication, Inc.
Symantec (2007). Symantec Internet security threat report trends for January–June 07 Vol. 7. Published September 2007.
Wharton (2006). The new new economy: earning real money in the virtual world. Wharton School Publishing.
Yan, J. J. and Choi, H. J. (2002). Security issues in online games. The Electronic Library. Vol. 20, No. 2.
三、網路資源部分
8591虛擬資產交易網 (2008)。神兵玄奇I -「天堂」十大昂貴武器排行榜。Retrieved September 28, 2009 from http://bbs.8591.com.tw/index.php?module =article&action=detail&articleId=7851.
8591交易網 (2009)。Retrieved September 28, 2009 from http://www.8591.com.tw。
BBC News (2004). Gamer buys $26,500 virtual land. Dec. 17, 2004. Retrieved September 28, 2009 from http://news.bbc.co.uk/1/hi/technology/4104731.stm.BBC News (2005). Gamer buys virtual space station. Oct. 25, 2005. Retrieved September 28, 2009 from http://news.bbc.co.uk/2/hi/technology/4374610.stm.
Ebay (2007). Buying and selling virtual items on eBay: A guide to virtual (video game) items on eBay. Retrieved September 28, 2009 from http://reviews.ebay. com/Buying-and-Selling-Virtual-Items-on-eBay_W0QQugidZ10000000004609906.
Entropia Universe (2007). Entropia Universe enters 2008 Guinness World Records Book for "Most Expensive Virtual World Object. Retrieved September 28, 2009 from ftp://ftp.mindark.se/pr/Guinness_World_Records_Book_2008.pdf
GamingSurplus (2009). Retrieved September 28, 2009 from http://www.gamingsurplus.com/.
Gardine, B. (2007). Bank failure in Second Life leads to calls for regulation. Retrieved September 28, 2009 from http://www.wired.com/gaming/ virtualworlds/news/2007/08/virtual_bank.
Heng, E. (2007). Virtual world entropia universe issue first ever virtual banking licenses for $400,000. Retrieved September 28, 2009 from ftp://ftp.mindark.se/pr/EntropiaUniverse_Virtual_Bankin_ Licenses.pdf.
Iannella, R. (2002). Open Digital Rights Language (ODRL). Retrieved September 28, 2009 from http://odrl.net/1.1/ODRL- 11.pdf.Internet Gaming Entertainment (IGE) (2009). Retrieved September 28, 2009 from Http://www.ige.com/.
OpenIPMP Project (2002). Retrieved September 28, 2009 from http://objectlab.com/clients/openipmp/index.htm.
Realityport (2007). The story of NEVERDIE. Retrieved September 28, 2009 from http://www.realityport.com/index.php?option=com_content&task=view&id=12&Itemid=35.
王永強 (2006)。虛擬物權成爭議 解密虛擬貨幣的創富鏈條。2006年11月19日。東北網。Retrieved September 28, 2009 from http://internal.big5.dbw.cn/system/2006/11/19/050609436.shtml
曹明正、黃士原 (2009)。遊戲虛擬貨幣交易變遷 各地趨勢觀察。聯合新聞網。Retrieved September 28, 2009 from http://mag.udn.com/mag/digital/storypage.jsp?f_ART_ID=88953
遊戲基地 (2005)。遊戲基地調查:近8成玩家被駭,4成超過3次。Retrieved September 28, 2009 from http://news.gamebase.com.tw/news/count.jsp?news_no =19800&category=preview