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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/123456789/47500
完整後設資料紀錄
DC 欄位值語言
dc.contributor.advisor黃明蕙(Ming-Hui Huang)
dc.contributor.authorMariya Dadiomovaen
dc.contributor.author馬麗葉zh_TW
dc.date.accessioned2021-06-15T06:03:04Z-
dc.date.available2015-08-20
dc.date.copyright2010-08-20
dc.date.issued2010
dc.date.submitted2010-08-16
dc.identifier.citationREFERENCES
Achterbosch, L., Pierce, R., Simmons, G. “Massively Multiplayer Online Role-Playing Games: The past, present and future.” University of Ballarat, Australia, 2008. <http://www.few.vu.nl/~eliens/projects/local/cie/a9-achterbosch.pdf >.
Alves, T. and Roque, L. “Because Players Pay: The Business Model Influence on MMOG Design”. Proceedings of DiGRA 2007 Conference. <http://www.digra.org/dl/db/07312.24283.pdf >
Anderson, M. “Eastern vs. Western online game industries: Two communities, one game.”
29 May, 2008 <http://forum.beyond3d.com/showthread.php?t=48269>.
Beinisch, Y., Paunov, C. “Digital Broadband content: the online computer and video game industry” Organization for economic co-operation and development report, May 12, 2005 <http://www.oecd.org/dataoecd/19/5/34884414.pdf.>
Bernal-Merino, M.A. “Localization and the Cultural Concept of Play”. January, 2007. <http://www.gamecareerguide.com/features/454/localization_and_the_cultural_.php>.
Bittani, M., 2004 “Make Better Criticism: a Mature Form of Cultural Analysis”. In Ngai, A. “Cultural influences on video games: players preferences in narrative and game-play.” University of Waterloo, 2005. < http://etd.uwaterloo.ca/etd/acyngai2005.pdf >
Carless, S. “What Chinese Players are Looking For in MMOGs.” Gamasutra.com 26 July, 2006. <http://www.gamasutra.com/php-bin/news_index.php?story=10182>
Chen, V., Phuah, S and Duh, H. “What Makes MMORPGs Fun? An Explication of Enjoyment, Social Interaction and Types of Gamers.” 23 May 2007, paper presented at the annual meeting of the International Communication Association, TBA, San Francisco, CA. <http://www.allacademic.com/meta/p173005_index.html.>
Chiang, O. “The Moneymaking Online Games of 2009.” Forbes.com. June 10, 2010 <http://blogs.forbes.com/velocity/2010/06/10/top-moneymaking-online-games-of-2009>.
Chiang, O. “The next FarmVille.” Forbes.com. June 6, 2010 <http://www.forbes.com/2010/06/10/warcraft-farmville-netease-technology-online-games.html>.
Dickey, M. “Game Design and Learning: a Conjectural Analysis of How Massively Multiplayer Online Role-Playing Games (MMORPGs) Foster Intrinsic Motivation.” Educational Technology Research and Development, volume 55, number 3/June, 2007. Available at http://www.springerlink.com/content/66217764344g0g04/fulltext.pdf
Dixon,G., Karboulonis, P. “Global Marketing of Leisure Software: a Case Study of Asian Countries.” International Marketing Review. Vol.16, No 4/5 1999 p. 299- 313
Ducheneaut, N., Yee, N., Wen, M., Wadley, G. “Body and Mind: A Study of Avatar Personalization in Three Virtual Worlds.” 2008 http://www.nickyee.com/pubs/Ducheneaut,%20Wen,%20Yee,%20Wadley%20%20CHI%202009.pdf
Edwige Lelievre, 2010 “Results of the Survey: Ideal MMORPG”. <http://www.armaghia.fr/sondage/analyseSondageMMORPGideal.pdf>. (in French)
Esselnik, B. “A Practical Guide to Localization” Amsterdam; Philadelphia: John Benjamins Pub. Co., 2000
“French people spent 160M Euro in MMOGs, in year 2009”. 9 March, 2010 <http://www.afjv.com/press1003/100309_etude_mmo_france.php>. (in French)
Garcia, A., Samaniego, A., “Playing Multiplayer Online Games: attractive factors.” Lunds University, Sweeden 2006. <http://biblioteket.ehl.lu.se/olle/papers/0002016.pdf>.
“Guild Wars Sales Figure Announced” NCsoft Corporation. 29 June, 2005. <www.ncsoft.net> .
Kalata, K. “Clash of Cultures: The Differences Between Western and Japanese Game Design Philosophies”. 18 January, 2007 <http://www.1up.com/do/feature?cId=3155815>.
Kerr, A. “Representing Users in the Design of Digital Games” Proceedings of Computer Games and Digital Culture Conference. Tampere University Press, 2002. <http://www.digra.org/dl/db/05164.06074 >.
Lenskiy, A. “The Process of Video Game Localization” October, 2008. Best Computer Games Magazine. <http://www.lki.ru/text.php?id=4548>. (in Russian)
Maheswaran, D., Shavitt, S. “Issues and New directions in Global Consumer Psychology.” Journal of Consumer Psychology, 2000. 9(2), 59-66
Mayara, F. “Open Invitation: Mapping Global Game Cultures. Issues for a Sociocultural Study of Games and Cultures.” European Journal of Cultural Studies 2008; 11; 249
Mulligan, J., Partovski, B. “The market for Online Games” 4 April, 2003. <http://www.peachpit.com/articles/article.aspx?p=31444&seqNum=4>.
Ngai, A. “Cultural Influences on Video Games: Players Preferences in Narrative and Game-Play.” University of Waterloo, 2005. <http://etd.uwaterloo.ca/etd/acyngai2005.pdf>.
Nisbett, R. “The Geography of Thought: How Asians and Westerners Think Differently… and Why.” Free Press, New York/London/Toronto/Sydney, 2004
O’Hagan, M. “Towards a Cross-Cultural Game Design: an Explorative Study in Understanding the Player Experience of a Localized Japanese Video Game.” The Journal of Specialized Translation January 2009, Issue 11
Tschang, T. “Creative Industries Across Cultural Borders: The Case of Video Games in Asia”. Creative economies, creative cities. 2009, volume 98, 25-42.
Tschang, T., Szczypula, J. “Idea Creation, Constructivism and Evolution as Key Characteristics in the Videogame Artifact Design Process”. European Management Journal, 2006. 24(4): 270-287.
Turkay, S. and Adinolf, S. “Free to Be Me: a Survey Study on Customization with World of Warcraft and City of Heroes/Villains players”. Procedia: Social and Behavioral Sciences, January 2010. Online version: <http://www.dslreports.com/r0/download/1513944~b41b62c27b974cd2483502eb266d41de/WCES2010_Turkay_Customization.pdf >
Wang, Y., Mainwaring, S. “Ethnography at Play: an Exploratory Case Study of Chinese Users’ Experience in and around Online Games.” 2008 <http://www.ics.uci.edu/~yangwang/papers/CHI08_Workshop-UX_Games-AuthorCopy.pdf >.
“Will Retail Publishers survive in an online world?” DFC intelligence. April 26, 2009 http://www.dfcint.com/wp/?p=254
Wise, K. and Reeves, B. (2009) “The Effects of User Control on the Cognitive and Emotional Processing of Pictures.” In Turkay, S. and Adinolf, S. “Free to Be Me: a Survey Study on Customization with World of Warcraft and City of Heroes/Villains players”. Procedia: Social and Behavioral Sciences, January 2010.
Yee, N., Deadalus project. <http://nickyee.com/deadalus.com>
Yee, N. “Motivations of play in online games.” Journal of Cyber Psychology and Behavior, 2007 (9), 772-775
Zenke, M. “World of Warcraft hits 10 million players”. January 22, 2008 <http://www.massively.com/2008/01/22/world-of-warcraft-hits-10-million-players/>.
dc.identifier.urihttp://tdr.lib.ntu.edu.tw/jspui/handle/123456789/47500-
dc.description.abstractAbstract
Entering the new markets brings along a lot of opportunities for online game companies at the same time it creates a number of challenges. One of them is related to the perception of the game by players from countries with different cultural backgrounds. When players have different expectations of massively multiplayer online games (MMOGs) it is critical to understand which are the most important features to include in the game design in order to generate more revenue.
Using the example of Chinese and French gamers, the objective of this thesis is to understand what elements have to be taken into consideration while designing the game that is produced in China and can be successful in Western market of massively multiplayer online games, particularly in France.
en
dc.description.provenanceMade available in DSpace on 2021-06-15T06:03:04Z (GMT). No. of bitstreams: 1
ntu-99-R96724079-1.pdf: 710769 bytes, checksum: 860765121067bbbfe9f4c2a3b6532f9f (MD5)
Previous issue date: 2010
en
dc.description.tableofcontentsTable of Content
Chapter 1: Introduction 1
1.1 The Online Game Industry Today 1
1.2 MMOG production value chain 2
1.3 Importance of cross-cultural study of MMOG players 3
Chapter 2: Literature review 5
2.1 Impact of Globalization on the online game industry and consumers 5
2.2 Impact of local culture on the MMOG development 5
2.3 Localization process downsides 7
2.4 Consumer demographics 8
2.5 Consumer orientation as competitive strategy 10
2.6 Framework development 13
2.7 Achievement seeking motivation factor 14
2.8 In-game social interaction function 14
2.9 Immersion 15
2.9.1 Customization 15
2.9.2 Narrative elements 16
2.10 Pricing model 17
Chapter 3: Methodology 19
Chapter 4: Case Study 21
4.1 MMOG market in China 21
4.1.1 Chinese MMOGs 21
4.1.2 Chinese game with the mass appeal? 23
4.1.3 Reception in France 24
4.1.4 What Chinese players are looking for in MMOG? 25
4.2 MMOG market in France 27
4.2.1 Top titles in French market 27
4.2.2 Pricing model 29
4.2.3 What French players are looking for in MMOG? 30
Chapter 5: Conclusion 33
References 36
Appendices 39
dc.language.isoen
dc.subject法國zh_TW
dc.subject大型多人線上遊戲zh_TW
dc.subject文化差異zh_TW
dc.subject中國zh_TW
dc.subjectCultural differencesen
dc.subjectFranceen
dc.subjectChinaen
dc.subjectMassively Multiplayer Online Gamesen
dc.title發大型多人線上遊戲之文化層面考量:
大陸與法國玩家之各案研究
zh_TW
dc.titleCultural Issues in Massively Multiplayer Online Game Production Process: Case Study of Chinese and French Playersen
dc.typeThesis
dc.date.schoolyear98-2
dc.description.degree碩士
dc.contributor.oralexamcommittee杜志挺(Timon Du),謝冠雄(Edward Hsieh)
dc.subject.keyword大型多人線上遊戲,文化差異,中國,法國,zh_TW
dc.subject.keywordMassively Multiplayer Online Games,Cultural differences,China,France,en
dc.relation.page43
dc.rights.note有償授權
dc.date.accepted2010-08-17
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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