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| DC 欄位 | 值 | 語言 |
|---|---|---|
| dc.contributor.advisor | 邱宏仁(Charles Hong-Jen Chiu) | |
| dc.contributor.author | Victor Lee | en |
| dc.contributor.author | 李玄仲 | zh_TW |
| dc.date.accessioned | 2021-06-13T07:58:37Z | - |
| dc.date.available | 2011-08-03 | |
| dc.date.copyright | 2011-08-03 | |
| dc.date.issued | 2011 | |
| dc.date.submitted | 2011-07-21 | |
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| dc.identifier.uri | http://tdr.lib.ntu.edu.tw/jspui/handle/123456789/36373 | - |
| dc.description.abstract | 電視遊戲通常需要高性能的CPU和顯示硬件或昂貴的高性能專用電子遊戲機。廣闊的網路基礎設施和雲技術的改善導致新的技術平台進入者-“雲端遊戲”或“雲端運算遊戲服務”-改變了電子遊戲的開發,分佈,和消費模式。這種破壞性的創新允許各種可上互聯網而低成本的客戶機-從手機到電視-執行高性能遊戲。本文分析新平台對傳統游戲業界硬件和軟件的開發和銷售的影響。重點將對雲端運算遊戲服務(VSGoD)和世界第一建立雲端運算遊戲服務的公司OnLive。 | zh_TW |
| dc.description.abstract | Video games are typically executed on high performance CPUs and graphics hardware or expensive high-performance dedicated console machines connected to television sets. Vast improvements in network infrastructure and cloud technologies have enabled a new technology platform entrant, known as “Cloud Gaming” or “Gaming on Demand”, to change the way video games are developed, distributed and consumed. This disruptive innovation will allow pervasive high-performance gaming in various environments with inexpensive clients that are both low cost and integrable into almost any Internet enabled consumer display device ranging from mobile phones to televisions. This paper analyzes the potential of this new platform to disrupt the hardware and software incumbents in the traditional video game industry and transform software development and distribution. The focus will be specifically on Video-Streamed Games-on-Demand (VSGoD), games that are stored remotely and streamed to the user on demand, and the first commercial implementation of VSGoD by company OnLive. | en |
| dc.description.provenance | Made available in DSpace on 2021-06-13T07:58:37Z (GMT). No. of bitstreams: 1 ntu-100-R98749021-1.pdf: 1890665 bytes, checksum: c3a0eb2776879007419917041a4f6a1b (MD5) Previous issue date: 2011 | en |
| dc.description.tableofcontents | Table of Contents
Acknowledgements i Abstract ii 中文摘要 iii Table of Contents iv List of Figures vi List of Tables vii Chapter 1. Introduction 1 1.1 Research Motivations 1 1.2 Research Objectives 2 1.3 Research Methods 3 Chapter 2. Literature Review 3 2.1 Disruptive Innovations 3 2.1.1 Low End Disruptions 6 2.1.2 New Market Disruption 7 2.2 Porter’s Five Forces 8 Chapter 3. Industry Analysis 9 3.1 Videogame Industry Background 9 3.2 The established value chain 11 3.2.1 Hardware manufacturers 12 3.2.2 Middleware 18 3.2.3 Developers 19 3.2.4 Publishers 22 3.2.5 Distributors 23 3.2.6 Retailers 23 3.2.7 Customers 24 3.3 Porter’s Five Forces Analysis of Videogame Industry 26 3.3.1 Rivalry Among existing competitors 26 3.3.2 Bargaining Power of Suppliers 26 3.3.3 Bargaining Power of Buyers 27 3.3.4 Threat of Substitutes 27 3.3.5 Threat of new entrants 28 Chapter 4. Case study: OnLive 29 4.1 Introduction 29 4.2 How it works 29 4.3 OnLive Architecture 30 4.4 OnLive Interactive Video Compression 32 4.5 OnLive system requirements 33 4.6 OnLive Business Model 34 Chapter 5. Video-Streamed Games-on-Demand Analysis 35 5.1 Video-Streamed Games-on-Demand Value Proposition 35 5.1.1 Retail vs. OnLive Economics 35 5.1.2 Threats to VSGoD and OnLive’s success 38 5.2 VSGoD Impact on Videogame Industry 39 5.2.1 Impact on Software Developers 40 5.2.2 Impact on Software Publishers 43 5.2.3 Impact on Middleware 45 5.2.4 Impact on Software Distributors 45 5.2.5 Impact on Software Retailers 46 5.2.6 Impact on Hardware Manufacturers 46 5.2.7 Changes to Customer Experience 49 5.2.8 Disrupting The Video Game Industry 50 Chapter 6. Conclusion 55 Chapter 7. Bibliography 60 | |
| dc.language.iso | en | |
| dc.subject | 電子遊戲 | zh_TW |
| dc.subject | 破壞性的創新 | zh_TW |
| dc.subject | OnLive | zh_TW |
| dc.subject | 雲端遊戲 | zh_TW |
| dc.subject | 雲端運算遊戲服務 | zh_TW |
| dc.subject | OnLive | en |
| dc.subject | videogames | en |
| dc.subject | disruptive innovation | en |
| dc.subject | cloud gaming | en |
| dc.subject | distributed gaming | en |
| dc.subject | Video-Streamed Games-on-Demand | en |
| dc.title | 雲端運算遊戲服務:遊戲產業的破壞性創新 | zh_TW |
| dc.title | Video-Streamed Games-on-Demand: A Disruptive Innovation of the Videogame Industry | en |
| dc.type | Thesis | |
| dc.date.schoolyear | 99-2 | |
| dc.description.degree | 碩士 | |
| dc.contributor.oralexamcommittee | 林修葳(Hsiou-Wei Lin),田正利(Myron Tian) | |
| dc.subject.keyword | 雲端運算遊戲服務,雲端遊戲,破壞性的創新,電子遊戲,OnLive, | zh_TW |
| dc.subject.keyword | Video-Streamed Games-on-Demand,distributed gaming,cloud gaming,disruptive innovation,videogames,OnLive, | en |
| dc.relation.page | 64 | |
| dc.rights.note | 有償授權 | |
| dc.date.accepted | 2011-07-21 | |
| dc.contributor.author-college | 管理學院 | zh_TW |
| dc.contributor.author-dept | 企業管理碩士專班 | zh_TW |
| 顯示於系所單位: | 管理學院企業管理專班(Global MBA) | |
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| ntu-100-1.pdf 未授權公開取用 | 1.85 MB | Adobe PDF |
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