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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.author | Albert Cotraviwat | en |
| dc.contributor.author | 艾伯特 | zh_TW |
| dc.date.accessioned | 2021-06-17T00:22:41Z | - |
| dc.date.available | 2016-08-15 | |
| dc.date.copyright | 2012-08-15 | |
| dc.date.issued | 2012 | |
| dc.date.submitted | 2012-06-07 | |
| dc.identifier.citation | References
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.uri | http://tdr.lib.ntu.edu.tw/jspui/handle/123456789/66125 | - |
| dc.description.abstract | Executive 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.provenance | Made 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.tableofcontents | Table 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.iso | en | |
| dc.subject | 玩好元好 | zh_TW |
| dc.subject | Wan Hao Yuan Hao | en |
| dc.title | 玩好元好 | zh_TW |
| dc.title | Business Plan: Wan Hao Yuan Hao | en |
| dc.type | Thesis | |
| dc.date.schoolyear | 100-2 | |
| 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.keyword | Wan Hao Yuan Hao, | en |
| dc.relation.page | 48 | |
| dc.rights.note | 有償授權 | |
| dc.date.accepted | 2012-06-07 | |
| 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) | |
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| 檔案 | 大小 | 格式 | |
|---|---|---|---|
| ntu-101-1.pdf 未授權公開取用 | 1.94 MB | Adobe PDF |
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