Skip navigation

DSpace

機構典藏 DSpace 系統致力於保存各式數位資料(如:文字、圖片、PDF)並使其易於取用。

點此認識 DSpace
DSpace logo
English
中文
  • 瀏覽論文
    • 校院系所
    • 出版年
    • 作者
    • 標題
    • 關鍵字
    • 指導教授
  • 搜尋 TDR
  • 授權 Q&A
    • 我的頁面
    • 接受 E-mail 通知
    • 編輯個人資料
  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/123456789/66125
完整後設資料紀錄
DC 欄位值語言
dc.contributor.advisor林修葳(Hsiou-wei Lin)
dc.contributor.authorAlbert Cotraviwaten
dc.contributor.author艾伯特zh_TW
dc.date.accessioned2021-06-17T00:22:41Z-
dc.date.available2016-08-15
dc.date.copyright2012-08-15
dc.date.issued2012
dc.date.submitted2012-06-07
dc.identifier.citationReferences
1. Brightman, J. (2007, April 26). Taiwan Gets Online Gaming. Retrieved February 2012, from Bloomberg Businessweek: http://www.businessweek.com/innovate/content/apr2007/id20070426_642995.htm
2. Chiang, O. (2010, June). Top Moneymaking Online Games of 2009. Retrieved February 2012, from Forbes.com: http://www.forbes.com/sites/velocity/2010/06/10/top-moneymaking-online-games-of-2009
3. Digital Buzz. (2011, January 18th). Facebook Statistics, Stats & Facts For 2011. Retrieved March 2012, from Digital Buzz Blog.com: http://www.digitalbuzzblog.com/facebook-statistics-stats-facts-2011/
4. Eldon, E. (2011, March 2nd). Facebook’s Start-and-Stop Growth in China, Taiwan and Hong Kong – A Closer Look. Retrieved March 2012, from Inside Facebook.com: http://www.insidefacebook.com/2011/03/02/odd-facebook-traffic-growth-patterns-emerge-in-greater-china/
5. Entertainment Software Association. (n.d.). Industry Facts. Retrieved February 2012 , from The ESA.com: http://www.theesa.com/facts/index.asp
6. Gupta, S. &. (2011). Take-Two Interactive Software, Inc. [Case study]. Boston: Harvard Business Publishing.
7. IBIS World. (2011). Social Network Game Development in the US: Market Research Report. IBIS World.
8. IBISWorld Market Research. (2011, November 29). Social Network Games will soar as internet penetration and incomes rise . Retrieved March 2012, from PRWeb.com: http://www.prweb.com/releases/2011/11/prweb8996311.htm
9. International Development Group. (2009 and 2010, May and April). The PC and Video Game Markets. San Fransisco, CA.
10. Ivan, T. (2010, June 23rd). China Imposes Strict Online Gaming Regulations. Retrieved March 2012, from EdgeOnline.com: http://www.edge-online.com/news/china-imposes-strict-online-gaming-regulations
11. Krishna G. Palepu, P. M. (2010). Business Analysis and Valuation. Cengage Learning EMEA.
12. Lukoff, K. (2010, April 7th). China’s top four social networks: RenRen, Kaixin001, Qzone, and 51.com. Retrieved March 2012, from Venture Beat: http://venturebeat.com/2010/04/07/china%E2%80%99s-top-4-social-networks-renren-kaixin001-qzone-and-51-com/
13. O'Neill, N. (2010, March 22nd). The Economics of Facebook Games. Retrieved February 2012, from Social Times: http://socialtimes.com/the-economics-of-facebook-games_b4280
14. OTX, R. a. (2011, June 30). Teens and Social Network Study. Retrieved February 2012, from eMarketer.com: http://totalaccess.emarketer.com.ezpprod1.hul.harvard.edu/Chart.aspx?R=98385&Ntt=roiworld+and+otx&No=0&xsrc=chart_head_sitesearchx&Ntk=basic
15. Parks Associates. (2011, April 7th). Parks Associates sees social gaming on track to become $5 billion industry by 2015. Retrieved March 2012, from Parks Associates: http://www.parksassociates.com/blog/article/parks-pr2011-socialgaming
16. Peng, S. A. (2010, November 16th). China Web game market to hit $750 million in 3 years: report. Retrieved March 2012, from Reuters.com: http://www.reuters.com/article/2010/11/16/us-china-internet-idUSTRE6AF2RJ20101116?utm_source=feedburner&utm_medium=feed&utm_campaign=Feed:+reuters/technologyNews+%28News+/+US+/+Technology%29&utm_content=Google+Reader
17. Quinn, G. (2008, January 3rd). Retrieved February 2012, from IPWatchDog.com: http://www.ipwatchdog.com/tradesecret/simple-confidentiality-agreement/
18. Sigeler, M. (2010, July 30th). Half Of All Facebook Users Play Social Games — It's 40% Of Total Usage Time. Retrieved March 2012, from TechCrunch.com: http://techcrunch.com/2010/07/30/half-of-all-facebook-users-play-social-games-its-40-of-total-usage-time/
19. Smith, J. (2009, December 8th). As More Asian Developers Build for Facebook, Regional Usage Patterns Change. Retrieved March 2012, from Inside Facebook.com: http://www.insidefacebook.com/category/friendster/page/2/
20. Wen, W. H. (2012, January 25th). Taiwan's online game market up to 12.57 billion, an increase of 8.5%. Retrieved February 2012, from MoneyDJ.com: http://www.moneydj.com/kmdj/news/newsviewer.aspx?a=4fd69ccd-351f-477a-8ffb-433e58841240#ixzz1gyh0ZMpY
21. XiTi Monitor. (2006). Search Engine Marketing Impact of marketing campaigns . Retrieved March 2012, from docstoc.com: http://www.docstoc.com/docs/86939671/Search-Engine-Marketing-Impact-of-marketing-campaigns
Corporate Websites
22. http://www.kongregate.com/
23. http://www.addictinggames.com/
24. http://www.newgrounds.com/
25. http://www.popcap.com/
26. http://www.xbox.com/
27. http://www.facebook.com/
dc.identifier.urihttp://tdr.lib.ntu.edu.tw/jspui/handle/123456789/66125-
dc.description.abstractExecutive Summary
玩好元好 is a free online gaming platform co-founded by partners Albert Cotraviwat and Pierre Lin. Classmates at National Taiwan University, both co-founders shared a similar entrepreneurial mindset and love for online gaming. This love, coupled with their amazement of the explosive growth in online gaming in the past five years, has led Albert and Pierre to engage in conversation and in turn, creation of their start-up. In response to thorough due diligence of industry analysis and market research, 玩好元好 plans to capitalize on a global $5.5 billion industry.
With other US incumbents providing a somewhat similar free online gaming model, 玩好元好 plans to distinguish itself and dominate the free online gaming platform market in Taiwan by incentivizing gamers with never-before seen financial rewards and a social community that advocates extrinsic and intrinsic rewards. From featured deal of the week certificates, monthly tiered prizes, to all the personal satisfaction gained from gaming achievements and its social recognition, 玩好元好targets casual gamers ages 12-54 interested in a fun-free way to relax and kill time.
Located in Taipei, Taiwan, 玩好元好plans to feature weekly social games that appeal to the casual consumer. Games characterized as being fun and easy to learn, will be both crowd-sourced and developed in-house with revenue being split 80-20 in favor of developers. WanHaoYuanHao.com projects to earn a net income of $74,628 end-2017 through its two main revenue streams which include virtual good purchases and 3rd-party advertisement. A modest user base CAGR 9.07% is assumed.
Through this business plan we intend to define our identity, examine our corporate strategies, give an overview of our operational plan, and disclose our expectations for future financial gains. No additional funding currently is required.
en
dc.description.provenanceMade available in DSpace on 2021-06-17T00:22:41Z (GMT). No. of bitstreams: 1
ntu-101-R99749039-1.pdf: 1989310 bytes, checksum: 70d7f3039eab044628020e4799c56125 (MD5)
Previous issue date: 2012
en
dc.description.tableofcontentsTable of Contents
I. INTRODUCTION
Gaming Industry in Transition 1
Online Gaming: MMORPG and Social Gaming 2
Monetization of Social Games 3
II. EXECUTIVE SUMMARY 5
III. COMPANY OVERVIEW
General Company Description 6
Our Product 7
Customer Centricity 9
Game Developer Community 10
Value Proposition 10
Business Model 15
IV. INDUSTRY ANALYSIS
Global Online Social Gaming 16
Degree of Actual and Potential Competition 17
Michael Porter’s Five Forces 18
Industry Incumbents 22
V. TARGET MARKET ANALYSIS
Taiwan Internet User Survey 25
Taiwan Online Game Market 28
SWOT 29
Target Market 34
VI. MARKETING PLAN
Branding the Name and Website 35
Cost Effective Marketing Tools 36
VII. OPERATIONS
Management Team and Organizational Chart 39
Incorporation 41
Choice of Location and Premise 42
Strategic Partners 42
VIII. FINANCIAL ANALYSIS
Assumptions & Projections 43
Income Statement 44
Cash Flow Statement & Break Even 45
Balance Sheet 46
Financial Summary 46
IX. REFERENCE 47
dc.language.isoen
dc.subject玩好元好zh_TW
dc.subjectWan Hao Yuan Haoen
dc.title玩好元好zh_TW
dc.titleBusiness Plan: Wan Hao Yuan Haoen
dc.typeThesis
dc.date.schoolyear100-2
dc.description.degree碩士
dc.contributor.oralexamcommittee曾智揚(Chih-Yang Tseng),黃俊堯(Chun-Yao Huang)
dc.subject.keyword玩好元好,zh_TW
dc.subject.keywordWan Hao Yuan Hao,en
dc.relation.page48
dc.rights.note有償授權
dc.date.accepted2012-06-07
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)

文件中的檔案:
檔案 大小格式 
ntu-101-1.pdf
  未授權公開取用
1.94 MBAdobe PDF
顯示文件簡單紀錄


系統中的文件,除了特別指名其著作權條款之外,均受到著作權保護,並且保留所有的權利。

社群連結
聯絡資訊
10617臺北市大安區羅斯福路四段1號
No.1 Sec.4, Roosevelt Rd., Taipei, Taiwan, R.O.C. 106
Tel: (02)33662353
Email: ntuetds@ntu.edu.tw
意見箱
相關連結
館藏目錄
國內圖書館整合查詢 MetaCat
臺大學術典藏 NTU Scholars
臺大圖書館數位典藏館
本站聲明
© NTU Library All Rights Reserved