請用此 Handle URI 來引用此文件:
http://tdr.lib.ntu.edu.tw/jspui/handle/123456789/69307完整後設資料紀錄
| DC 欄位 | 值 | 語言 |
|---|---|---|
| dc.contributor.advisor | 游張松 | |
| dc.contributor.author | Yu-Chen Lin | en |
| dc.contributor.author | 林宥辰 | zh_TW |
| dc.date.accessioned | 2021-06-17T03:12:33Z | - |
| dc.date.available | 2020-07-26 | |
| dc.date.copyright | 2018-07-26 | |
| dc.date.issued | 2018 | |
| dc.date.submitted | 2018-07-14 | |
| dc.identifier.citation | 一、 英文文獻
1. Chang-Sung Yu, “A Novel VCC and Business Model for Designer Entrepreneurs”, Global Business & International Management Conference, August 2012, Portland, OR, USA. 2. Chang-Sung Yu, “VCC-Value Creation Cycles”, Business Model Innovation, Lecture Notes, National Taiwan University, 2012. 3. Chang-Sung Yu, “VPS-Vision, Positioning and Scenario”, Business Model Innovation, Lecture Notes, National Taiwan University, 2012. 二、 中文文獻 1. 李昆哲,共享經濟的價值創造循環之研究,碩士論文,國立台灣大學商學研究所,2015。 2. 梁愷恩,以價值創造循環建造綠色飲食生態之創新平台,碩士論文,國立台灣大學商學研究所,2016。 3. 高邦晏,上支付平台價值創造與商業模式創新,碩士論文,國立台灣大學商學研究所,2016。 4. 張媮婷,行動支付服務之商業模式分析與創新,碩士論文,國立台灣大學商學研究所,2016。 三、 網路資料 1. 台灣遊戲產業的發展現況與未來景氣展望(今日合庫) 曾俊洲 2016/01/01 http://www.tier.org.tw/achievements/pec3010.aspx?GUID=0b8cb47c-bec3-4c80-9d7b-a076ce2b5101 2. 2017遊戲產業全面剖析!MIC分析師:2020年VR產值翻漲10倍 原撰文/周怡伶https://blog.tiandiren.tw/archives/22575 3. Newzoo Summer Series #26: Taiwanese Games Market https://newzoo.com/insights/infographics/newzoo-summer-series-26-taiwanese-games-market/ 4. Newzoo The Taiwanese Gamer | 2017 https://newzoo.com/insights/infographics/the-taiwanese-gamer-2017/ | |
| dc.identifier.uri | http://tdr.lib.ntu.edu.tw/jspui/handle/123456789/69307 | - |
| dc.description.abstract | 近年來不斷有台灣的獨立遊戲開發商所開發之產品被國外玩家族群廣泛討論,例如2017年由赤燭工作室所發布之「返校Detention」以及2018年由國內學生展示之展示影片「炎姬」,皆受到國內外網友所讚揚。但這些獨立開發商在短時間內所能發布的遊戲產品以及能接觸到的客群相對不多,僅能利用有限的使用者回饋來反映市場需求,更遑論透過市場需求找到未來趨勢,並使開發商本身能作出更加符合市場的產品。
本研究以雲端資料庫整合獨立遊戲開發商與眾多玩家客群,媒合彼此的供給與需求,將能使獨立遊戲開發商能更專注於發揮其設計、開發特長,活絡整個遊戲產業。本研究將探討小型獨立開發商現行的開發模式,再與本研究所提出之平台系統圖作比較,總結出新平台之差異與優勢。 最後,本研究以價值創造循環(Value Creation Cycle)拆解系統架構,以平台的形式找出應用情境以及其價值附加。透過連結獨立開發商與消費者以建立銷售循環;分析個體與群體行為以建立研發循環,並逐步依照使用者經驗的回饋改善平台。不僅為小型的獨立遊戲開發商提供完善之銷售管道與增強研發能量的附加價值,同時也提供消費者端商品品質保證與優良的使用者經驗,形成一個完整且能永續發展之價值創造循環。 關鍵字:電子商務、遊戲產品 | zh_TW |
| dc.description.abstract | In recent years, games developed by Taiwan’s independent game developers have been widely discussed by foreign family members. For example, the “Detention” released by Redcandelgames Studios in 2017 and the domestic student show film “Inflammation” in 2018 was praised by netizens at home and abroad. However, there are relatively few game products that can be released by these independent developers in a short period of time, and there are relatively few customer groups that can be reached. Independent game developers cannot get sufficient users’ feedbacks which reflect the whole market demand, let alone find future trends through market demand, which can let developers make products that are more fitted with the users’ demand.
This study uses the cloud database to integrate independent game developers with a large number of players. The easy match of supply and demand will enable independent game developers to focus more on their design and development expertise, and to activate the entire game industry. This study will explore the current development model of small independent developers, and then compare it with the platform system diagram presented in this study, summarizing the differences and advantages of the new platform. Finally, this study disassembles the system architecture with the Value Creation Cycle to identify the application context and its value addition in the form of a platform. By linking independent developers and consumers to establish a sales cycle; analyzing individual and group behavior to establish a research and development cycle, and gradually improving the platform in accordance with user experience feedback. Not only for small independent game developers to provide a comprehensive sales pipeline and enhance the added value of research and development energy, but also provide consumer quality assurance and excellent user experience, to form a complete and sustainable development of value creation cycle. Keywords: E-commerce, Games, Independent Game developer | en |
| dc.description.provenance | Made available in DSpace on 2021-06-17T03:12:33Z (GMT). No. of bitstreams: 1 ntu-107-R05741054-1.pdf: 1130577 bytes, checksum: de6eb56cc605b6b7cdcf454b6f3a88de (MD5) Previous issue date: 2018 | en |
| dc.description.tableofcontents | 口試審定書 I
摘要 II ABSTRACT III 目錄 IV 圖目錄 V 第一章 緒論 1 1.1 研究背景與動機 1 1.2 研究目的 1 1.3 研究架構 2 第二章 文獻探討 3 2.1 資訊不對稱 3 2.2 價值創造循環(VCC) 4 第三章 遊戲產業現況 5 3.1 遊戲產業概述 5 3.2 獨立遊戲開發商概述 6 第四章 建立商業模式 8 4.1 目標客群 8 4.2 遊戲平台概述 8 4.3遊戲特質分析 8 4.4 價值創造循環 10 4.5 小結 19 第五章 結論 20 第六章 參考文獻 21 | |
| dc.language.iso | zh-TW | |
| dc.subject | 電子商務 | zh_TW |
| dc.subject | 遊戲產品 | zh_TW |
| dc.subject | Independent Game developer | en |
| dc.subject | E-commerce | en |
| dc.subject | Games | en |
| dc.title | 遊戲產品創新電子商務模式 | zh_TW |
| dc.title | Innovative Electronic Commerce Model of Games | en |
| dc.type | Thesis | |
| dc.date.schoolyear | 106-2 | |
| dc.description.degree | 碩士 | |
| dc.contributor.oralexamcommittee | 張舜德,鄭鳳生,施東河 | |
| dc.subject.keyword | 電子商務; 遊戲產品 | zh_TW |
| dc.subject.keyword | E-commerce; Games; Independent Game developer | en |
| dc.relation.page | 22 | |
| dc.identifier.doi | 10.6342/NTU201801484 | |
| dc.rights.note | 有償授權 | |
| dc.date.accepted | 2018-07-16 | |
| dc.contributor.author-college | 管理學院 | zh_TW |
| dc.contributor.author-dept | 商學研究所 | zh_TW |
| 顯示於系所單位: | 商學研究所 | |
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|---|---|---|---|
| ntu-107-1.pdf 未授權公開取用 | 1.1 MB | Adobe PDF |
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