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http://tdr.lib.ntu.edu.tw/jspui/handle/123456789/17304| Title: | 缐上遊戲DLC行銷實務以顧客調查作爲商業模式 Best Practices for Marketing DLC in the Online Video Game Industry Using Customer Surveys as a Business Model |
| Authors: | Zhi-Liang Chew 丘智良 |
| Advisor: | ?西敦子(Atsuko Takinishi) |
| Co-Advisor: | 謝冠雄(Edward Hsieh),曹承礎(Seng-Cho Chou) |
| Keyword: | 缐,上遊戲,商業模式,追加下載內容, video games,dlc,downloadable contents, |
| Publication Year : | 2013 |
| Degree: | 碩士 |
| Abstract: | “The global video game market is undergoing a tectonic shift with the emergence of mobile social games cannibalizing its console brethren. Several forces are catalyzing this process, including the world wide proliferation of smart phone devices at a pace dramatically exceeding console sales, China’s refusal to lift the ban of consoles, and evolving consumer purchasing habits towards cheaper, casual games. While correct in predicting the explosion of mobile social games, most gaming industry analysts largely dismiss the possibility that the two mediums can coexist. In this business plan, I expand the definition of “gamer” to people who would not have been circumscribed by the term before the advent of smart phone games. I then develop historical, qualitative, and quantitative arguments that suggest numerous business opportunities which straddle both mediums to generate profit through the company called Cross Counter.
I present a 3 year plan to raise capital for the YouTube video content production company and introduce the personnel necessary to carry out the various tasks, and suggest key strategic markets to focus on within the Asia-Pacific region. At the heart of the business is the Downloadable Contents “DLC” pricing model which aims to assess the optimum pricing strategy in relation to the major variables transaction security, Metacritic score, time to market, gregariousness, and base cost price. As no business venture is devoid of risk, I delineate the potential pitfalls such a startup company can encounter during this precarious period of console market stagnation and mobile game growth. The results show that the Cross Counter: Asia can take advantage of its nimble structure and deftly position itself as a major provider of eSports content production while operating as a social business to promote gamer wellness and more active participation by female gamers.” |
| URI: | http://tdr.lib.ntu.edu.tw/jspui/handle/123456789/17304 |
| Fulltext Rights: | 未授權 |
| Appears in Collections: | 管理學院企業管理專班(Global MBA) |
Files in This Item:
| File | Size | Format | |
|---|---|---|---|
| ntu-102-1.pdf Restricted Access | 2.78 MB | Adobe PDF |
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