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  1. NTU Theses and Dissertations Repository
  2. 管理學院
  3. 國際企業學系
Please use this identifier to cite or link to this item: http://tdr.lib.ntu.edu.tw/jspui/handle/123456789/67636
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dc.contributor.advisor李吉仁(Ji-Ren Lee)
dc.contributor.authorFang-Yang Shengen
dc.contributor.author盛方揚zh_TW
dc.date.accessioned2021-06-17T01:41:26Z-
dc.date.available2020-07-31
dc.date.copyright2017-07-31
dc.date.issued2017
dc.date.submitted2017-07-27
dc.identifier.citation中文部份
陳威如與余卓軒,2013,平台革命,初版,臺北,商周出版。
黃婉華、馮勃翰譯. 競合策略:商業運作的真實力量,臺北:雲夢千里文化 Adam M. Brandenburger & Barry J. Nalebuff.(1996). Coopetition. New York, NY: Crown Business
英文部份
Baldwin, C. Y., & C. J. Woodard (2008). The Architecture of Platforms: A Unified View. Harvard Business School Finance Working Paper (09-034).
Baldwin, C. Y., & Clark, K. B. (2000). Design Rules: The Power of Modularity, Cambridge, MA: MIT Press
Cusumano, M. A. (2012). Platforms versus Products: Observations from the Literature and History. History and Strategy, 29, 35-67.
Eisenmann, T. (2007). Platform-Mediated Networks: Definitions and Core Concepts. Harvard Business Review, 9,807-049
Eisenmann, T. (2007). Winner-Take-All in Networked Marketed. Harvard Business Review, 9, 806-131
Eisenmann, T. (2008). Managing Proprietary and Shared platforms. California Management Review, 50(4), 31-53.
Eisenmann, T., Parker, G., & Van Alstyne, M. (2011). Platform Envelopment. Strategic Management Journal, 32(12), p.1270-1285.
Flew, Terry; Humphreys, Sal (2005). 'Games: Technology, Industry, Culture'. In New Media: An Introduction, 2nd. Edition, pp. 101–114, London, UK: Oxford University Press..
Gawer, A. and M.A. Cusumano (2002), Platform Leadership: How Intel, Microsoft, and Cisco Drive Industry Innovation, Cambridge, MA: Harvard Business School Press.
Gawer, A., (2009), Platforms, Markets, and Innovation. Cheltenham, UK: Edward Elgar Publishing Inc.
Gawer, A., Cusumano, M. A., & Strategy, D. S. (2012). How companies become platform leaders. MIT/Sloan Management Review, 49.
Gawer, A., Cusumano, M. A., & Strategy, D. S. (2012). How companies become platform leaders. MIT/Sloan Management Review, 49.
Gawer, A., Cusumano, M.A. (2013). Industry Platforms and Ecosystem Innovation. Journal of Product Innovation Management, 31(3), 417–433.
Grundy, T. (2006). Rethinking and reinventing Michael Porter's five forces model. Strategic Change, 15(5), 213-229.
Hill, Charles WL, & Jones, Gareth R. (2010). Strategic Management: An Integrated Approach (9th ed.), Mason, OH: South-Western Cengage Learning.
Porter, M. E. (1980). Competitive Strategy: Techniques for Analyzing Industries and Competitors. New York, NY: The Free Press
Porter, Michael E. (1979). How Competitive Forces Shape Strategy, Harvard Business Review, March–April, p. 137–145
Porter, Michael E. (2008). The Five Competitive Forces That Shape Strategy, Harvard Business Review, January, p. 79–93
Rohlfs, J. (1974), A Theory of Interdependent Demand for A Communication Service, Bell Journal of Economics, 5, 16-37.
Shapiro, C. and H.R. Varian (1998), Information Rules: A Strategic Guide to the Network Economy, Cambridge, MA: Harvard Business School Press.
Tilson, D., Sorensen, C., & Lyytinen, K. (2012). Platform Complexity: Lessons from Mobile Wireless. In 2012 International Conference on Mobile Business, The Netherlands: AIS, pp. 289-300.
網站部份
Kevin Chou.(2013, January 31) Mobile Kills the Console But Advances the Gaming Industry. Pew Research Center. Retrieved July 7, 2017, from https://www.wired.com/2013/01/how-mobile-kills-the-console-but-advances-the-gaming-industry/
Newzoo. (2017).2016 GLOBAL GAMES MARKET REPORT: AN OVERVIEW OF TRENDS & INSIGHTS. Newzoo. Retrieved July 7, 2017, from https://newzoo.com/insights/trend-reports/newzoo-global-games-market-report-2017-light-version/
Superannuation. (2014, January 15). How Much Does It Cost To Make A Big Video Game? Kotaku. Retrieved July 7, 2017, from http://kotaku.com/how-much-does-it-cost-to-make-a-big-video-game-1501413649
TechInsights staff (2013, November 22).Xbox One vs. PS4: Microsoft More Profit Per Console. EEtimes. Retrieved July 7, 2017, from http://archive.eettaiwan.com/www.eettaiwan.com/ART_8800692397_676964_NT_1517d12c.HTM
Vgchartz.(2017). Platform Totals. Vgchartz. Retrieved July 7, 2017, from http://www.vgchartz.com/analysis/platform_totals
dc.identifier.urihttp://tdr.lib.ntu.edu.tw/jspui/handle/123456789/67636-
dc.description.abstract平台的概念與商業模式由來已久,電視遊樂器遊戲主機產業便是典型的平台,遊戲主機產業聯結了需求方(玩家)和供給方(遊戲開發商)的雙邊市場,屬於電子產業的前沿,其商業模式已穩定發展多年。但隨著網路技術的進步和電子產業的發展,各產業之間的疆界逐漸模糊,遊戲主機平台將面對其他產業平台的交互競爭,影響現有產業的動態平衡。
為能有系統地瞭解此一產業發展動態,本論文擬聚焦於產業內兩大龍頭廠商,亦即推出Xbox one遊戲主機的微軟,與開發PlayStation 4遊戲主機的索尼,分析遊戲主機產業的產業結構和競爭邏輯,並找出影響產業競爭態勢的關鍵變數,最後再以價值創造邏輯,分別針對索尼與微軟的競合策略,進行討論與建議。
本研究發現,遊戲主機的雙邊市場,其運作的關鍵變數為裝機數量、遊戲陣容和轉移成本。遊戲主機廠商以補貼和效能等方式吸引玩家與遊戲開發商加入平台,提高裝機數量和遊戲陣容,並利用網路效應讓玩家與遊戲開發商互相吸引,達成主機平台成長的正回饋循環。同時透過裝機數量提昇對供應商和遊戲開發商的議價力,藉此獲利。至於轉移成本的高低,則決定了遊戲主機產業是否具有贏者通吃的競爭趨勢。
最後,遊戲主機產業已是成熟的市場,其價值網結構和運行的模式已趨於穩定,廠商在軟體、硬體以及競爭策略都有極高的同質性,平台贏者通吃的競爭本質讓雙方沒有多少合作空間。面對產業間分野消失的趨勢,改變賽局的策略行動主要在於擴張平台的範疇,而執行的方式則取決於廠商自身的核心能力。SONY利用其累積的大量遊戲IP,發展雲端遊戲遊玩服務,讓平台的範疇擴展到所有可以連網的裝置終端;微軟則善用自己在PC作業系統的壟斷地位,嘗試將Xbox one整合進Windows的平台生態系。SONY的策略需要長期的發展才能看到效果,微軟的策略可以短期內達成,但要面對PC平台上的額外競爭。
zh_TW
dc.description.abstractPlatform-based business model has attracted much attention from both academia and practitioners. The video game console industry represents a typical example for platform-based business model. Game console industry connects the demand side (players) and supply side (game developers) of a bilateral market. Different platform competes rigorously due to network effect, which will lead to winner-to-all consequence. However, the fast development of internet technology makes such competition beyond the level of the console. How major players of the game console industry react to the changes becomes an interesting topic to explore. In this thesis, we will focus on the competitive interactions between Microsoft's Xbox one and Sony's PlayStation 4 to unravel respective co-opetition strategy and future consequence.
Based on the framework of five-force model and value net, we analyze the structure and competitive logic of game console industry and figure out the key variables which can affect competition. Then, based on the logic of value creation, we discuss the co-opetition strategy of Sony and Microsoft respectively, and provide strategy recommendations.
We found three key variables driving the competition among game console players; they are the installed number of console, the game lineup and switching costs. Game console manufacturers attract players and game developers to join the platform by subsidize or enhance the product, to improve the installed number of console and the game lineup. Because of network effects, players and game developers will attract each other, induce a positive feedback and hence achieve the growth of the platform. In the meantime, with the number of installed console, the manufacturers can enhance the bargaining power to suppliers and game developers, to gain profit. Finally, due to the presence of high switching costs of game players, console game companies may win the competition due to winner-take-all situation.
While the console game industry becomes mature, its structure and operation are getting stabilized and strategies are more similar. Facing the rise of internet technology and competitive threat from online games, console game manufacturers have to revise their strategy according to their own core competencies and strategic assets. For SONY, it has to expand market coverage to online services based on its strong game portfolio while for Microsoft, it shall leverage its dominant installed base in the PC market to embrace gaming products into its Window’s ecosystem. Research implications and suggestions for future studies are also provided.
en
dc.description.provenanceMade available in DSpace on 2021-06-17T01:41:26Z (GMT). No. of bitstreams: 1
ntu-106-R02724045-1.pdf: 2206842 bytes, checksum: 87282082fcfe78026bcbb00485d863cd (MD5)
Previous issue date: 2017
en
dc.description.tableofcontents口試委員會審定書 I
論文摘要 II
Abstract III
目錄 V
圖目錄 VIII
表目錄 IX
第一章 緒論 1
第一節 研究動機 1
第二節 研究問題與目的 3
第三節 研究方法與限制 3
一、 研究方法 3
二、 研究限制 4
第四節 研究架構 5
第二章 文獻探討 8
第一節 網路效應 8
第二節 轉移成本與鎖定效應 10
第三節 平台策略 12
一、 平台定義與類型 12
二、 平台結構與多邊市場 15
第四節 產業結構分析理論 18
第五節 競合策略 20
第三章 家用遊戲主機平台產業分析 24
第一節 家用遊戲主機的起源與歷史 24
一、 家用遊戲主機的起源 24
二、 家用遊戲主機的歷史 25
第二節 家用遊戲主機產業價值鏈 30
第三節 產業結構分析 33
一、 現有廠商間的競爭 33
二、 供應商的議價能力 37
三、 買方議價能力 38
四、 新進入者與替代者的威脅 42
第四節 遊戲主機主要廠商的市場策略 44
第五節 遊戲主機面對的產業變化與影響 47
一、 產業變化 47
二、 影響 48
第六節 小結 49
第四章 電視遊樂器產業競合策略 51
第一節 SONY平台之價值網 51
一、 核心廠商 52
二、 顧客 53
三、 互補者 54
四、 供應者 54
五、 競爭者 55
第二節 微軟平台之價值網 55
一、 核心廠商 56
二、 顧客 56
三、 互補者 57
四、 供應者 57
五、 競爭者 58
第三節 從PARTS觀點分析SONY平台的競合策略 58
一、 參與者(Players) 58
二、 附加價值(Added Value) 60
三、 規則(Rules) 61
四、 戰術(Tactics) 61
五、 競爭範疇(Scope) 62
第四節 從PARTS觀點分析微軟平台的競合策略 62
一、 參與者(Players) 62
二、 附加價值(Added Value) 63
三、 規則(Rules) 64
四、 戰術(Tactics) 64
五、 競爭範疇(Scope) 65
第五節 探討SONY與微軟的平台擴張策略 65
一、 SONY的PS NOW雲端服務平台 66
二、 微軟的Window與Xbox平台統合策略 67
第六節 小結 69
第五章 結論與建議 71
第一節 研究結論 71
第二節 後續研究建議 72
參考文獻 74
附錄:PlayStation 4與Xbox one介紹 77
一、 PlayStation 4 77
二、 Xbox one 81
dc.language.isozh-TW
dc.subject網路效應zh_TW
dc.subject競合策略zh_TW
dc.subject遊戲主機zh_TW
dc.subject平台zh_TW
dc.subjectConsole Gameen
dc.subjectNetwork Effecten
dc.subjectPlatformen
dc.subjectCo-opetitionen
dc.title遊戲主機平台廠商之競合策略研究zh_TW
dc.titleAn Explorative Study on the Co-opetition Strategies of Game Console Platform Providersen
dc.typeThesis
dc.date.schoolyear105-2
dc.description.degree碩士
dc.contributor.oralexamcommittee陳俊忠,吳相勳
dc.subject.keyword網路效應,平台,遊戲主機,競合策略,zh_TW
dc.subject.keywordNetwork Effect,Platform,Console Game,Co-opetition,en
dc.relation.page85
dc.identifier.doi10.6342/NTU201702111
dc.rights.note有償授權
dc.date.accepted2017-07-28
dc.contributor.author-college管理學院zh_TW
dc.contributor.author-dept國際企業學研究所zh_TW
Appears in Collections:國際企業學系

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