|
Ahluwalia, R., & Burnkrant, R. E. (2004). Answering questions about questions: A persuasion knowledge perspective for understanding the effects of rhetorical questions. Journal of Consumer Research, 31(1), 26-42. Ahr, M., Cecchini, M., & Crow, D. (2017, November 11). Stranger things 2: Complete Easter egg and reference guide. Retrieved from http://www.denofgeek.com/us/tv/stranger-things/268557/stranger-things-2-complete-easter-egg-and-reference-guide (2018/06/01). Allen. (2017, March 3). Logan: Full of Easter eggs. [Global Views] Retrieved from https://www.gvm.com.tw/fashion/webonly_content_13920.html (2019/03/29). Anderson, S. (2011). Seductive interaction design: Creating playful, fun, and effective user experiences. Berkeley, CA: New Riders. Avery, R. J., & Ferraro, R. (2000). Verisimilitude or advertising? Brand appearance on prime-time television. Journal of Consumer Affairs, 34(2), 217-244. Balasubramanian, K. S. (1994). Beyond advertising and publicity: Hybrid messages and public policy issues. Journal of Advertising, 23(4), 29-46. Basole, A., & Ramnarain, S. (2016). Qualitative and ethnographic methods in economics. In Lee, F. & Cronin, B. (Eds.), Handbook of Research Methods and Applications in Heterodox Economics (pp.135-164). MA: Edward Elgar. Beat Maglia. (2017). Tesla model x - crazy lightshow!!! Must see! Full hd. Retrieved from https://www.youtube.com/watch?v=-jyPkg0yXzM (2019/04/22). Belch, G. E., & Belch, M. A. (1998). Advertising and promotion. New York, NY: McGraw-Hill. Belton, P. (2015, April 3). Scotched eggs: Is this the death of the Easter egg? Retrieved from BBC News website: http://www.bbc.com/news/business-32079749 (2019/03/29). Billcoolman. (2017, March 21). The movie review and the Easter eggs of Iron Fist. [Official Website of Pixnet]. Retrieved from http://movie1314.pixnet.net/coblog/post/340805904-%E3%80%90%E7%BE%8E%E5%8A%87%E3%80%91%E3%80%8A%E9%90%B5%E6%8B%B3%E4%BF%A0%E3%80%8B%E8%A7%80%E5%BE%8C%E6%84%9F%EF%BC%8B%E5%BD%A9%E8%9B%8B%E8%88%87%E5%8E%9F%E5%87%BA%E8%99%95%E6%95%B4 (2019/03/29). Blessing, L., & Chakrabarti, A. (2009). DRM, a design research methodology. London: Springer. Blount, R. J. (2016). Save room for pie: Food songs and chewy rumination. New York, NY: Sarah Crichton Books/ Farrar, Straus and Giroux. Bothmann, N. (2015). From (pseudo) encyclopedic fiction to America’s first superhero: Abraham Lincoln: Vampire Hunter. In M. W. Kapell & A. G. Pilkington, The fantastic made visible: essays on the adaptation of science fiction and fantasy from page to screen (pp.161-174). Jefferson, NC: McFarland & Company. Brace, K. (2008). Questionnaire design: How to plan, structure and write survey material for effective market research. London, England: Kogan Page. Brennan, I., Dubas, K. M., & Babin, L. A. (1999). The influence of product-placement type and exposure time on product-placement recognition. International Journal of Advertising, 18(3), 323-337. Brown, J. A. (2017). The modern superhero in film and television: Popular genre and American culture. New York, NY: Routledge. Cardao-Pito, T. (2016). Using survey methods in heterodox economic research. In Lee, F. & Cronin, B. (Eds.), Handbook of research methods and applications in heterodox economics (pp.110-134). MA: Edward Elgar. Chang, T. Y. (2018). Crazy fans must play! Ready Player One poster moves by using Facebook! Scanning QR code and show the hidden golden egg video. Retrieved from https://www.limitlessiq.com/news/post/view/id/4301 (2019/04/22). Chang, Y. (2007). Research on the effects of different types of brand placements: The influence of modality and plot connection on memory and brand attitude (Master's thesis). Available from National Digital Library of Theses and Dissertations in Taiwan. (095CCU05438017) Chen, P. (2011). Brand placements strategy and its effects (Master's thesis). Available from National Digital Library of Theses and Dissertations in Taiwan. (100NCTU5376001) Chen, Y. (2004, October). The Influence of the placement marketing on the program manufacture and the media environment: Taking Taiwanese idol dramas for example. Paper presented at the 12th Conference of Advertising and Public Relations, National Chengchi University. Chester, L. (2016). A regulationist analysis of an industry sector using mixed research methods. In Lee, F. & Cronin, B. (Eds.), Handbook of research methods and applications in heterodox economics (pp.569-590). MA: Edward Elgar. Chou, J. (2003). You hear me. On Yeh Hui-Mei [Medium of Recording CD.] Taiwan: Sony. Clueless Dad Gamer. (2017). Are you ready? Secret login video from Ready Player One. Retrieved from https://www.youtube.com/watch?v=ILr542yMTzw (2019/04/22). Consalvo, M. (2007). Cheating: Gaining advantage in videogames. Cambridge, MA: MIT Press. Conway, S. (2010). A circular wall? Reformulating the fourth wall for videogames. Journal of Gaming and Virtual Worlds, 2, 145-155. Cooper, T. (2017, November 3). 12 clever details you might've missed in stranger things season 2. Retrieved from http://www.dorkly.com/post/85442/stranger-things-season-2-details-easter-eggs (2018/06/01). Cowley, E., & Barron, C. (2008). When product placement goes wrong. Journal of Advertising, 37(1), 89-98. Cronin, B. (2012). Why does batman carry shark repellent?: And other amazing comic book trivia! New York, NY: Penguin Group. Dai, G. (2005). Marketing. Taipei: Wunan. D'Astous, A., & Seguin, N. (1999). Consumer reactions to product placement strategies in television sponsorship. European Journal of Marketing, 33, 9(10), 896-910. deChant, D. (2014). Easter. In G. Laderman, & L. León (Eds.), Religion and American cultures: Tradition, diversity, and popular expression (pp.703-705). Santa Barbara, CA: ABC-CLIO. DeLorme, D. E., & Reid, L. N. (1999). Moviegoers' experiences and interpretations of brands in films revisited. Journal of Advertising, 28(2), 71-95. Draco, M. (2012). Traditional witchcraft for urban living. Hants, UK: Moon Books. Duchak, A. (1999). An A-Z of modern America. New York, NY: Routledge. Dyce, A. (2018, March 29). Ready Player One: The complete Easter egg guide. Retrieved from https://screenrant.com/ready-player-one-easter-eggs-guide (2019/03/29). Eisenberg, E. (2016, August 22). The Russos pick their favorite Captain America: Civil war Easter egg [Website of CinemaBlend]. Retrieved from http://www.cinemablend.com/news/1548199/the-russos-pick-their-favorite-captain-america-civil-war-easter-egg (2019/03/29). Electronic Games (1981). Electronic games hotline. Electronic Games. 1(1), p.14. Fandom. (2018). Caylee Dak. Retrieved from http://wowwiki.wikia.com/wiki/Caylee_Dak (2019/03/29). Ferron, E. (2016, December 3). Top Google search Easter eggs, from doing a barrel roll to Kevin Bacon. Retrieved from https://newatlas.com/google-easter-eggs-hidden-secrets-barrel-roll/46733 (2019/03/29). Ford, D. (2014). The observer's guide to planetary motion: Explaining the cycles of the night sky. Cambridge, UK: Springer. Hawkins, A. J. (2017). You can - but shouldn’t - play Tetris right on the dash of this Russian truck. Retrieved from https://www.theverge.com/2017/10/22/16508330/tetris-gazelle-next-van-russia-y-tho (2019/04/22). Garland-Thomson, R. (2006). Staring: How we look. New York, NY: Oxford. Gazzard, A. (2012). Re-Coding the algorithm: Purposeful and appropriated play. In A. Lugmayr, H. Franssila, P. Näränen, O. Sotamaa, J. Vanhala, & Z. Yu (Eds.), Media in the ubiquitous era: Ambient, social and gaming media (pp.200-216). Hershey, PA: IGI Global. Gideon, L. (2019). Theories of research methodology: Readings in methods. IA: Kendall Hunt. Given, L. (2008). The sage encyclopedia of qualitative research methods. CA: Sage. Goertzel, B. (2007). Virtual Easter egg hunting: A thought-experiment in embodied social learning, cognitive process integration, and the dynamic emergence of the self. In B. Goertzel, & P. Wang (Eds.), Advances in artificial general intelligence: Concepts, architectures and algorithms (pp.217-253). Netherlands: IOS Press. Gupta, P. B., & Lord, K. R. (1998). Product placement in movies: The effect of prominence and mode on audience recall. Journal of Current Issues and Research in Advertising, 20(1), 47-59. Gwaewluin. (2017). The new movie trailer of Ready Player One. Retrieved from https://www.ptt.cc/bbs/C_Chat/M.1512962355.A.66C.html (2019/04/22). Hackley, C., & Tiwsakul, R. (2006). Entertainment marketing and experiential consumption. Marketing Communication, 12 (1), 63-75. Hague, J. (2002). Warren Robinett – adventure/interviewer: Warren Robinett. Halcyon Days: Interviews with classic computer and video game programmers (1997). Savoy, Ill: Dadgum Games. Retrieved from http://www.dadgum.com/halcyon/ (2016/03/11). Harmon, A. (1999, December 7). Maxis SimCopter saboteur unhappy with way firm had him programmed. Los Angeles Times. Retrieved from http://articles.latimes.com/1996-12-07/business/fi-6521_1_game-simcopter (2019/03/29). Hester, B. (2017, January 19). The costs of developing Easter eggs: We look at the development trade-offs that come with adding hidden bonuses to games [Official Website of Polygon]. Retrieved from http://www.polygon.com/features/2017/1/19/14318984/the-costs-of-developing-easter-eggs (2019/03/29). Hewson, C. (2010). Internet-mediated research as an emergent method and its potential role in facilitating mixed methods research. In Hesse-Biber, S. & Leavy, P. (Eds.), Handbook of Emergent Methods (pp.543-570). NY: Guilford. How-To-Geek. (2016). What was the first software Easter egg? Retrieved from http://www.howtogeek.com/trivia/what-was-the-first-software-easter-egg (2016/03/11). Hsu, C. (2006). A study of product messages embedded in television drama and its communication effect. International Association for Intercultural Communication Studies, 15(4), 47-81. Huang, L. (2007). The discuss on the radio program (Master's thesis). Available from National Digital Library of Theses and Dissertations in Taiwan. (095SHU05376003) Hudson, S., & Hudson, D. (2006). The branded entertainment: A new advertising technique or product placement in disguise? Journal of Marketing Management, 22, 489-504. Hung, K. (2010). Only you can hear me- you hear me in reversing way. Retrieved from https://www.youtube.com/watch?v=b2Ux3A7aMrY (2019/03/29). Jahn, B., & Werner, K. (2012). How to transform consumers into fans of your brand? Journal of Service Management, 23(3), 344-361. Janny. (2015, July 21). Can you hear what is singing at 2:47 in You Hear Me by Jay Chou? Chinatimes. Retrieved from http://tube.chinatimes.com (2018/05/31). Jenkins, H. (2006). Captain American sheds his mighty tears: Comics and September 11. In D. J. Sherman, & T. Nardin (Eds.), Terror, culture, politics rethinking 9/11 (pp. 69-102). Bloomington, IN: Indiana University Press. Jim (2016). Hidden DVD Easter eggs. Retrieved from http://www.hiddendvdeastereggs.com/ (2016/03/13). JUSTLIVE. (2019, July 5). ALICE - Into the Rabbit Hole. Retrieved from http://www.justlive.com.tw/alice (2019/11/22). Karrh, J. A. (1998). Brand placement: A review. Journal of Current Issues and Research in Advertising, 20(2), 31-49. Kastrenakes, J. (2014, March 26). Farts and f-bombs: See the hidden jokes in Microsoft's early code. Retrieved from https://www.theverge.com/2014/3/26/5549208/microsoft-early-code-contains-hidden-jokes (2019/03/29). Kent, S. (2001). The ultimate history of videogames. Roseville, CA: Prima Publishing. Kerrigan, F. (2017). Film marketing. New York, NY: Routledge. Kirksey, K. (2005). Computer factoids: Tales from the high-tech underbelly. Lincoln, Neb: iUniverse. Kotler, P., & Keller, K. L. (2012). Marketing management. Upper Saddle River, N.J: Pearson Prentice Hall. Kumar, R. (2019). Research methodology: A step-by-step guide for beginners. London, England: Sage. Kurzweil, R., & Grossman, T. (2004). Fantastic voyage: Live long enough to live forever. New York, NY: Rodale. Lamb, C., Hair, J., & McDaniel, C. (2011). Essentials of marketing. Cincinnati, OH: South-Western Cengage Learning. Landa, R., & Gonnella, R. (2001). Visual workout: Creativity workbook. Albany, NY: OnWord Press. Landry, J. (2007, February). Tech talk: Not your ordinary Easter egg hunt. Inside Northside, March/April 2007. Retrieved from the journal website: http://www.insidenorthside.com/07MarAp/0307tech.htm (2016/03/12). Law, S., & Braun, K. A. (2000). I’ll have what she’s having: Gauging the impact of product placements on viewers. Psychology and Marketing, 17(12), 1059-1075. Lee, F. (2016). Critical realism, method of grounded theory, and theory construction. In Lee, F. & Cronin, B. (Eds.), Handbook of research methods and applications in heterodox economics (pp.35-53). MA: Edward Elgar. Lee, H. (2012). Effects of product placement on non-commercial messages in TV drama. In J. Jhan (Chair), News Communication Research. Symposium conducted at the meeting of Annual Conference of the Chinese Communication Society, Providence University. Lehu, J. (2007). The branded entertainment: product placement & brand strategy in the entertainment business. United Kingdom: Kogan Page. Liberty Times Net. (2018, October, 26). Line delivers Halloween Easter eggs! Entering key words and getting several surprising animation effects. Retrieved from https://3c.ltn.com.tw/news/34962 (2019/04/22). Lim, S., & Palacio-Marques, D. (2011). Culture and purpose of web 2.0 service adoption: A study in the USA, Korea and Spain. Service Industries Journal, 31(1), 123-131. London Design Festival (2017). The guide - London Design Festival 16-24 September 2017. London, United Kingdom: London Design Festival Ltd. London Design Festival. (2018). Retrieved from londondesignfestival.com (2019/03/29). The Victoria and Albert Museum. (2018). Retrieved from www.vam.ac.uk (2019/03/29). MailChimp. (2017). About MailChimp. Retrieved from https://mailchimp.com/about (2019/03/30). Martí-Parreño, J., Ruiz-Mafé, C., & Scribner, L. (2017). The branded entertainment: past, present, and future. In Information Resources Management Association (Eds.). Engaging consumers through the branded entertainment and convergent media. Hershey, PA: Business Science Reference. McKeand, K. (2016, June 29). This out of bounds the Witcher 3 Easter egg didn't want to be found [Official Website: PCgamesN]. Retrieved from https://www.pcgamesn.com/the-witcher-3-wild-hunt/the-witcher-3-easter-egg (2019/03/29). McKechnie, S., & Zhou, J. (2003). Product placement in movies: A comparison of Chinese and American consumers' attitudes. International Journal of Advertising, 22(3), 349-374. Mellers, B., Fincher, K., Drummond, C., & Bigony, M. (2013). Surprise: A belief or an emotion? In V. S. C. Pammi & N. Srinivasan (Eds.), Decision making: Neural and behavioural approaches (pp.3-17). Oxford, UK: Elsevier. Mittell, J. (2015). Complex TV: The poetics of contemporary television storytelling. New York, NY: New York University Press. Montfort, N., & Bogost, I. (2009). Racing the beam: The Atari video computer system. Cambridge, MA: MIT Press. Moore, E. S. (2006). It’s child’s play: Advergaming and the online marketing of food to children. Menlo Park, CA: Henry J. Kaiser Family Foundation. Morris. (2015, July 13). What does Jay Chou sing at 2:47 in You Hear Me? [Online Forum Questions] Retrieved from https://disp.cc/b/163-8PAi (2018/05/31). Mustafa, A. (2008). Case study method theory and practice: Research and management approaches. India: Atlantic. National Museum of Taiwan History. (2018a). Our land, our people: The story of Taiwan. Retrieved from https://en.nmth.gov.tw/excontent_109.html (2019/03/29). National Museum of Taiwan History. (2018b). The defiers, 30 years after the end of Martial Law. Retrieved from www.nmth.gov.tw/activityreg_50_170.html (2019/03/29). National Science and Technology Museum. (2015, November 10). Creativity organization dream exploration result. Retrieved from http://203.71.9.1/EpaperListC84.aspx?appName=EpaperListC84 (2019/11/21). New York Times. (1996, December 8). Man is dismissed over a game's gay images. New York Times, Sec. 1, 46. Nooney, L. (2014). Easter eggs. In M. Ryan, L. Emerson, & B. Robertson (Eds.), The Johns Hopkins guide to digital media (pp.165-166). Baltimore, Maryland: Johns Hopkins University Press. O'Guinn T., Allen, C., Scheinbaum, A., & Semenik, R. (2018). Advertising and integrated brand promotion. Mason, OH: Cengage Learning. Orland, K., Thomas, D., & Steinberg, S. (2007). The videogame style guide and reference manual. Victoria, Australia: Power Play Publishing. Patrick, J. C. (2013). U.S. Patent No. 20130054681. Washington, DC: U.S. Patent and Trademark Office. Pauline, C., & Gelbstein, E. (2012). Law, policy, and technology: Cyberterrorism, information warfare, and internet immobilization. Hershey, PA: Information Science Reference. Peckham, A. (2005). Urban dictionary: Fularious street slang defined. riverside. NJ: Andrews McMeel. Peters, D. (2014). Interface design for learning: Design strategies for learning experiences. San Francisco, CA: New Riders. Reynolds, R. (2017). No good deed. Retrieved from https://www.youtube.com/watch?v=Z5ezsReZcxU (2019/03/29). Robinett, W. (2003). Foreword. In M. Wolf, & B. Perron (Eds.), The video game theory reader (pp.vii-xix). New York, NY: Routledge. Ronchi, A. (2009). eCulture: Cultural content in the digital age. Netherlands: Springer. Rounder, J. (2014, September 12). 5 best memorials in World of Warcraft. Retrieved from http://www.houstonpress.com/arts/5-best-memorials-in-world-of-warcraft-6387786 (2019/03/29). Rovira, A., & Trias de Bes, F. (2004). Good luck (Fan, Y. Trans.). Taipei: Eurasian. Ruan, R. (2005). A study on product placement effect of tv program types, product placement modes, and plot connectedness—moderating effect of media content involvement (Master's thesis). Available from National Digital Library of Theses and Dissertations in Taiwan. (093YZU00320005). Russell, C. A. (1998). Toward a framework of product placement: Theoretical propositions. Advances in Consumer Research, 25, 357-362. Russell, C. A. (1999). Popular culture and persuasion: An investigation of product placements' effectiveness. (Doctoral dissertation, University of Arizona). Retrieved from http://arizona.openrepository.com/arizona/handle/10150/284063 (2019/03/29). Saadeghvaziri, F., & Seyedijavadain, S. (2011). Attitude toward Advertising: Mobile advertising vs advertising-in-general. European Journal of Economics, Finance, and Administrative Sciences, 28(1), 104-114. Salen, K., & Zimmerman, E. (2004). Rules of play: Game design fundamentals. London, England: The MIT Press. Santas, C. (2002). Responding to film: A text guide for students of cinema art. Chicago, IL: Burnham. Sayre, S., & King, C. (2010). Entertainment and society: Influences, impacts, and innovations. Routledge: New York. Sciretta, P. (2014, September 17). Walter white appears in breaking bad Godzilla Easter egg [Film Website]. Retrieved from http://www.slashfilm.com/walter-white-breaking-bad-godzilla-easter-egg (2019/03/29). Sepinwall, A., & Seitz, M. Z. (2016). TV (the book): Two experts pick the greatest American shows of all time. New York, NY: Grand Central Publishing. Shin, K. (2013). The executor of integrated marketing communications strategy: Marcom manager’s working model. Berlin, NY: Springer Science & Business. Shrum, J. (Ed.). (2004). The psychology of entertainment media: Blurring the lines between entertainment and persuasion. London: Routledge. Siegert, G. (2001). Medien marken management: Relevanz, spezifika und implikationen einer medienökonomischen profilierungsstrategie. Munchen: Reinhard Fischer. Siegert, G., Förster, K., Chan-Olmsted, S., & Ots, M. (2015) (Eds.). Handbook of media branding. Bern, Switzerland: Springer. Sinha, M. P. (2007). Research methods in English. India, Delhi: Atlantic. Slaven, A. (2002). Video game bible, 1985-2002. Victoria, Canada: Trafford. Smith, A. (2006). Encyclopedia of junk food and fast food. Westport, CT: Greenwood Press. Smith, D. (2015, April 23). There's a hidden Easter egg in Apple's voice memos icon. Retrieved from http://www.businessinsider.com/apple-voice-memos-easter-egg-2015-4 (2019/11/21). Songshan Cultural and Creative Park. (2019, July 5). Experience exhibition of “ALICE - Into the Rabbit Hole. Retrieved from https://www.songshanculturalpark.org/Exhibition.aspx?ID=1900ae4b-7200-449e-b449-12e37f8929b9 (2019/11/21). Spielberg, S., De Line, D., Farah, D., Krieger, K., & Spielberg, S. (Directors). (2018). Ready Player One [Science fiction adventure film]. United State: Warner Bros. Pictures. Spurgeon, C. (2007). Advertising and new media. London, United Kingdom: Routledge. Statcounter. (2018). Search engine market share worldwide - April 2018. Retrieved from http://gs.statcounter.com/search-engine-market-share (2019/03/29). Steortz, E. (1987). The cost efficiency and communication effects associated with brand name exposure within motion pictures. (Master's thesis). Retrieved from http://mountainlynx.lib.wvu.edu/vwebv/holdingsInfo?bibId=128358 (2019/03/29). Street Museum of Art Plus. (2018, August 18). About us. Retrieved from https://www.smoa.art (2019/11/21). Syu, A. (2011). Unconsciousness: The four secrets to marketers. Taipei: Owl. Tang, C. (2016). The data industry: The business and economics of information and big data. Hoboken, NJ: John Wiley & Sons. Tate Britain. (2018). Retrieved from www.tate.org.uk (2019/12/21). TESCO PLC. (2013, March 21). Tesco launches Easter marketing campaign with online Easter egg hunt [Official Website of TESCO PLC]. Retrieved from https://www.tescoplc.com/news/news-releases/2013/tesco-launches-easter-marketing-campaign-with-online-easter-egg-hunt/?dismiss=cookiepolicy (2019/03/29). The Easter Egg Archive. (2017). Retrieved from http://www.eeggs.com (2019/12/21). The Economist. (1999, December). Messages from the Hall of Tortured Souls. The Economist, 16. Retrieved from http://www.economist.com/node/327512 (2019/03/29). Thigpen, T., Thigpen, P., & Thigpen, L. (1999). Building catholic family traditions. Huntington, IN: Our Sunday Visitor Publishing. Trueit, T. (2014). Video gaming. Ann Arbor, MI: Cherry Lake Publishing. Turner, M., & Remes, O. (Ed.). (2015). Cross borders: Transition and nostalgia in contemporary art. Taipei: Art and Collection Group. Turow, J. (2009). Media today: An introduction to mass communication. Oxon, United Kingdom: Routledge. Tuten, T., & Solomon, M. (2015). Social media marketing. London, United Kingdom: Sage. Tzanelli, R. (2013). Heritage in the digital era: Cinematic tourism and the activist cause. Oxon, UK: Routledge. Valero, D. (2014). The branded entertainment: Dealmaking strategies & techniques for industry professionals. Plantation, FL: J. Ross. Verhellen, Y., Dens, N., & Pelsmacker, P. (2017). How the branded entertainment shapes consumers’ brand attitudes: Evidence from an advertiser- funded program. In Information Resources Management Association (Eds.). Engaging consumers through the branded entertainment and convergent media. Hershey, PA: Business Science Reference. Wang, S., Moon, I., Kwon, H., Evans, A., & Stefanone, A. (2010). Face off: Implications of visual cues on initiating friendship on Facebook. Computers in Human Behavior, 26(2), 226-234. Wang, Y. (2005). An exploratory study on the application of product placement in tobacco control. Chinese Journal of Communication Research, 8, 115-159. Wei, C., & Lin, H. (2017). Essence transformations between original virtual Easter eggs and modern virtual Easter eggs for branding strategies implications. International Journal of Marketing Management, 3(2), 41-51. Wei, C., & Ting, H. (2014a). Development and focus of the Disney and Pixar animation researches during 1986 to 2012. Cultural Studies Bimonthly, 145, 2-17. Wei, C., & Ting, H. (2014b). Disney & Pixar vs. Disney-Pixar: From the coo-petition to the market expansion. Humanities and Social Sciences Research, 8(1), 1-26. Wei, C., & Ting, H. (2015). Dual-function of Disney-Pixar movie Easter eggs: The perfect performance of brand charisma and marketing intensification. Journal of Kao-Tech University - Humanities and Social Sciences, 1(2), 11-25. Wolf, D. & Wolf, A. (2016). The Easter egg archive. Retrieved from http://www.eeggs.com (2019/03/29). Wolf, M. (2012). Encyclopedia of video games: The culture, technology, and art of gaming. Santa Barbara, Calif: Greenwood. WOWHEAD. (2008). Caylee Dak. Retrieved from http://www.wowhead.com/npc=24727/caylee-dak (2019/03/29). Wu, G. (2002). The effect of the placement marketing communication (Master's thesis). Available from National Digital Library of Theses and Dissertations in Taiwan. (090NCCU0230012). Wu, H., & Liang, R. (2007). The impact of product placement on placement communication effects. Chinese Journal of Communication Research, 12, 131-164. Xue, X. (2018). The naughty programmer hid a banana in the new PS. Retrieved from http://www.gzhshoulu.wang/article/1984254 (2019/03/29). Ye, Y. (2010). Theory and application of mass media: News media analysis and marketing practice. Taipei: Showwe. Zheng, Z. (2008). ‘Placement’ on TV: Format, effect, and regulation. Taipei: Cheng Chung. Василий Шептуля. (2017). Тетрис на Газель Некст. Retrieved from https://www.youtube.com/watch?v=swn4xJm-TrE (2019/04/22).
|