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  1. NTU Theses and Dissertations Repository
  2. 管理學院
  3. 管理學院企業管理專班(Global MBA)
請用此 Handle URI 來引用此文件: http://tdr.lib.ntu.edu.tw/jspui/handle/123456789/36373
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dc.contributor.advisor邱宏仁(Charles Hong-Jen Chiu)
dc.contributor.authorVictor Leeen
dc.contributor.author李玄仲zh_TW
dc.date.accessioned2021-06-13T07:58:37Z-
dc.date.available2011-08-03
dc.date.copyright2011-08-03
dc.date.issued2011
dc.date.submitted2011-07-21
dc.identifier.citation&[1] Allen, D. (2006, November 15). Review: Sony's PS3 vs. Nintendo's Wii. Retrieved April 18, 2011, from Computerworld: http://www.computerworld.com/s/article/9005080/Review_Sony_s_PS3_vs._Nintendo_s_Wii
[2] Anderson, C. (2007, January 26). Nintendo's Wii and the Long Tail of games. Retrieved April 18, 2011, from Wired Blog Network: The Long Tail, Chris Anderson's Blog: http://www.longtail.com/the_long_tail/2007/01/nintendos_wii_a.html
[3] Anthony, S. (2005a, May-June). Do You Really Know What You’re Talking About? Strategy & Innovation .
[4] Apple. (2009, April 24). Apple's Revolutionary App Store Downloads Top One Billion in Just Nine Months. Retrieved April 20, 2011, from Apple: http://www.apple.com/pr/library/2009/04/24appstore.html
[5] Bishop, T. (2008, August 17). Software Notebook: Boxed software faces uncertain future. Retrieved April 17, 2011, from seattlepi: http://www.seattlepi.com/default/article/Software-Notebook-Boxed-software-faces-uncertain-1282458.php
[6] Cai, Y. (. (2004). Games-on-Demand: the Reality and Future. Parks Associates. Dallas: Parks Associates.
[7] Caron, F. (2008, 06 18). Gaming expected to be a $68 billion business by 2012. Retrieved 03 24, 2011, from Ars Technica: http://arstechnica.com/gaming/news/2008/06/gaming-expected-to-be-a-68-billion-business-by-2012.ars
[8] Casual Games Association. (2007). Casual Games Market Report 2007. Layton: Casual Games Association.
[9] Chesbrough, H. (2001). Assembling the Elephant: A Review of Empirical Studies on the Impact of Technical Change upon Incumbent Firms. (R. A. Henry Chesbrough, Ed.) Research on Technological Innovation, Management & Policy v. 7 .
[10] Christensen, C. M. (1997). The Innovator’s dilemma: When new technologies cause great firms to fail. Boston, MA: Harvard Business School Press.
[11] Christensen, C. M., Anthony, S. D., & Roth, E. A. (2004). Seeing What's Next: Using the Theories of Innovation to Predict Industry Change. Boston: Harvard Business School Press.
[12] Culture, K. f. (2002). The Interactive Culture Industry: Background Paper. KPMG and the Danish Ministry of Culture.
[13] Danneels, E. (2004). Disruptive Technology Reconsidered: A Critique and Research Agenda. The Journal ofProduct Innovation Management , 246-258.
[14] Duyn, A. v. (2007, June 14). Sony chief ponders cut for PS3 price. Retrieved April 18, 2011, from FT.com Financial Times Retail & Consumer: http://www.ft.com/cms/s/2/c4dfbf38-1ac0-11dc-8bf0-000b5df10621.html#axzz1JzHWXbfO
[15] Eddy, N. (2010, September 25). PC Full-Game Digital Downloads Surpass Retail Unit Sales. Retrieved April 18, 2011, from eWeek.com: http://www.eweek.com/c/a/Midmarket/PC-FullGame-Digital-Downloads-Surpass-Retail-Unit-Sales-760960/
[16] Entertainment Software Association. (2010). 2010 Essential Facts About the Computer and Video Game Industry. San Francisco: Entertainment Software Association.
[17] Entertainment Software Association. (2010). Video Games in the 21st Century: The 2010 Report. San Francisco: Entertainment Software Association.
[18] Evans, D. S., Hagiu, A., & Schmalensee, R. (2005). A Survey of the Economic Role of Software Platforms in Computer-based Industries. CESifo Economic Studies , 51, 189-224.
[19] GamePro. (2007, August 17). Development Issues Delaying PS3 Games? (PCWorld) Retrieved April 10, 2011, from PCWorld: http://www.pcworld.com/article/136072/development_issues_delaying_ps3_games.html
[20] Ghazi, K. (2010, 12). PC Game Piracy Examined. Retrieved 03 20, 2011, from Tweakguides: http://www.tweakguides.com/Piracy_1.html
[21] Goldman, D. (2010, February 3). Music's lost decade: Sales cut in half. Retrieved April 20, 2011, from CNNMoney.com: http://money.cnn.com/2010/02/02/news/companies/napster_music_industry/
[22] Graft, K. (2008, August 5). Naughty Dog: PS3 Running at Only 30-40%. Retrieved April 5, 2011, from Edge: http://www.next-gen.biz/news/naughty-dog-ps3-running-only-30-40
[23] Hyman, P. (2004). 'Middleware’ Puts Focus on Content, not Code. The Hollywood Reporter .
[24] Jonathan. (2010, March). The Costs of Game Development and Publishing. Retrieved April 13, 2011, from Zippygamer.com: http://www.zippygamer.com/2010/03/the-costs-of-game-development-and-publishing/
[25] Jurgeionis, A., Fechteler, P., Eisert, P., Bellotti, F., David, H., Laulajainen, J., et al. (2009). Platform for Distributed 3D Gaming. International Journal of Computer Games Technology , 2009, 15.
[26] Kitetail Consulting. (2007, 07 08). STRATEGY 101: CHARACTERISTICS OF DISRUPTIVE TECHNOLOGIES — WII HAS BAD GRAPHICS! Retrieved 04 02, 2011, from Kitetail innovation management: highway to growth: http://blog.kitetail.com/2007/07/08/strategy-101-characteristics-of-disruptive-technologies-wii-has-bad-graphics/
[27] Lee, R. S. (2010). Vertical Integration and Exclusivity in Platform and Two-Sided Markets. Stern School of Business. New York: Stern School of Business.
[28] Leigh, C. (2005, June 30). PS3 could lose Sony $100 for every unit sold. Retrieved 03 15, 2011, from PALGN: http://palgn.com.au/playstation-3/2570/ps3-could-lose-sony-100-for-every-unit-sold/
[29] MacMillan, I. C., McGrath, R. G. (2000). Technology Strategy in Lumpy Market Landscapes. In G. S. Day, P. J. Schoemaker, & R. E. Gunther, Wharton on Managing Emerging Technologies (pp. 150-171). New York: Wiley.
[30] OECD. (2005). Digital Broadband Content: The online computer and video game industry. Working Party on the Information Economy. Paris: Organisation for Economic Co-operation and Development.
[31] OnLive. (2011, January 04). OnLive Everywhere: HDTVs, Blu-ray Players, Tablets and Phones—and a Sale to Celebrate. Retrieved April 18, 2011, from OnLive The Blog: http://blog.onlive.com/2011/01/04/onlive-everywhere-hdtvs-blu-ray-players-tablets-and-phones—and-a-sale-to-celebrate/
[32] OnLive, Inc. (2011, 04 15). OnLive. Retrieved 04 15, 2011, from OnLive: http://www.onlive.com
[33] Organisation for Economic Co-operation and Development. (2005). Digital Broadband Content: The online computer and video game industry. Working Party on the Information Economy. Paris: OECD.
[34] Perlman, S. (2009, Novemeber 13). 'The Process of Invention: OnLive Video Game Service'. Retrieved April 01, 2011, from Columbia Engineering: http://tv.seas.columbia.edu/videos/545/60/79
[35] Porter, M. E. (1980). Competitive Strategy. New York: Free Press.
[36] PVC museum. (2007, January 18). Computer and Video Game Market Sales. Retrieved April 5, 2011, from PVC musem: http://www.pvcmuseum.com/games/charts/computer-and-video-game-market-sales.htm
[37] Reisinger, D. (2010, March 16). Cnet News. Retrieved April 5, 2011, from Microsoft: Blu-ray costs holding PS3 back: http://news.cnet.com/8301-13506_3-10468880-17.html
[38] Schmidt, G. M., & Druehl, C. T. (2008). When Is a Disruptive Innovation Disruptive? The Journal of Product Innovation Management , 347-369.
[39] Spectrum Strategy Consultants. (2002). From Exuberant Youth to Sustainable Maturity: Competitiveness Analysis of the UK Games Software Sector. Retrieved from Department of Trade and Industry: http://www.dti.gov.uk/files/file10663.pdf
[40] Spong. (2008, June 24). Sony's Two Billion Dollar PS3 R&D Loss. Retrieved April 05, 2011, from Spong: http://spong.com/article/15641/Sonys-Two-Billion-Dollar-PS3-R-D-Loss
[41] Steinberg, S. (2010, September 09). Video game piracy: Is it good for business? Retrieved April 15, 2011, from CNN Tech: http://articles.cnn.com/2010-09-09/tech/video.game.piracy_1_video-game-piracy-software-piracy-game-sales?_s=PM:TECH
[42] Teague, C. (2010, January 14). Average Development Costs Soaring. Retrieved April 10, 2011, from PlaystationLifestyle.net: http://playstationlifestyle.net/2010/01/14/average-development-costs-soaring/
[43] the insight centre. (2006). resources, what is disruptive innovation? Retrieved 04 03, 2011, from the insight centre: http://www.insightcentre.com/disruptbackground.htm
[44] Tzruya, Y., Shani, A., Bellotti, F., & Jurgelion, A. Games@Large—a new platform for ubiquitous gaming and multimedia. Proceedings of the Broadband Europe Conference (BBEurope ’06). Geneva.
[45] U.S. Federal Communications Commission. (2010). Internet Access Services: Status as of June 30, 2009. Industry Analysis and Technology Division Wireline Competition Bureau September 2010. Washington, DC: Wireline Competition Bureau Statistical Reports.
[46] Villarreal, P. (2009, May 4). Read Pachter's Lips: No New Consoles Till 2013. Retrieved April 18, 2011, from The Consumerist: http://consumerist.com/2009/05/read-pachters-lips-no-new-consoles-till-2013.html
[47] Wikia. (2011, 04 01). Video Game Sales Wiki. Retrieved 04 11, 2011, from Wikia : Gaming: http://vgsales.wikia.com/wiki/Video_game_costs
[48] Wikipedia. (n.d.). Hardcore gamer. Retrieved 03 20, 2011, from Wikipedia The Free Encyclopedia: http://en.wikipedia.org/wiki/Hardcore_gamer
[49] Wong, M. (2006, March 23). Boxed PC Games decline, digital downloads rise. Retrieved April 18, 2011, from Associated Press Archive: http://nl.newsbank.com/nl-search/we/Archives?p_product=APAB&p_theme=apab&p_action=search&p_maxdocs=200&s_dispstring=Boxed%20PC%20Games%20decline,%20digital%20downloads%20rise&p_field_advanced-0=&p_text_advanced-0=(%22Boxed%20PC%20Games%20decline,%20digital%20downloads%20rise%22)&xcal_numdocs=20&p_perpage=10&p_sort=YMD_date:D&xcal_useweights=no
dc.identifier.urihttp://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.abstractVideo 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.provenanceMade 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.tableofcontentsTable 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.isoen
dc.subject電子遊戲zh_TW
dc.subject破壞性的創新zh_TW
dc.subjectOnLivezh_TW
dc.subject雲端遊戲zh_TW
dc.subject雲端運算遊戲服務zh_TW
dc.subjectOnLiveen
dc.subjectvideogamesen
dc.subjectdisruptive innovationen
dc.subjectcloud gamingen
dc.subjectdistributed gamingen
dc.subjectVideo-Streamed Games-on-Demanden
dc.title雲端運算遊戲服務:遊戲產業的破壞性創新zh_TW
dc.titleVideo-Streamed Games-on-Demand: A Disruptive Innovation of the Videogame Industryen
dc.typeThesis
dc.date.schoolyear99-2
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.keywordVideo-Streamed Games-on-Demand,distributed gaming,cloud gaming,disruptive innovation,videogames,OnLive,en
dc.relation.page64
dc.rights.note有償授權
dc.date.accepted2011-07-21
dc.contributor.author-college管理學院zh_TW
dc.contributor.author-dept企業管理碩士專班zh_TW
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