請用此 Handle URI 來引用此文件:
http://tdr.lib.ntu.edu.tw/jspui/handle/123456789/70144完整後設資料紀錄
| DC 欄位 | 值 | 語言 |
|---|---|---|
| dc.contributor.advisor | 李瑞庭(Anthony J.T. Lee) | |
| dc.contributor.author | Chieh-Hsi Chen | en |
| dc.contributor.author | 陳潔熹 | zh_TW |
| dc.date.accessioned | 2021-06-17T03:45:56Z | - |
| dc.date.available | 2028-12-31 | |
| dc.date.copyright | 2018-02-23 | |
| dc.date.issued | 2018 | |
| dc.date.submitted | 2018-01-30 | |
| dc.identifier.citation | 1. Abbey J.D., Guide Jr. V.D.R., Souza G.C., (2013) Delayed Differentiation for Multiple Lifecycle Products. Productions and Operations Management 22(3):588–602.
2. Ang C.S., Zaphiris P., Wilson S., (2010) Computer Games and Sociocultural Play: An Activity Theoretical Perspective. Games and Culture 5(4):354–380. 3. Bradley J.R., Guerrero H.H., (2008) Product Design for Life-Cycle Mismatch. Productions and Operations Management 17(5):497–512. 4. Bimber B., Flanagin A. J., Stohl C., (2005) Reconceptualizing Collective Actions in the Contemporary Media Environment. Communication Theory 15(4):365–388. 5. Calleja G., (2007) Digital Game Involvement: A Conceptual Model. Games and Culture 2(3):236–260. 6. Chen Y., Vakharia A.J., Alptekinoglu A., (2008) Product Portfolio Strategies: The Case of Multifunction Products. Productions and Operations Management 17(6):587–598. 7. Cobb C. W., Douglas P.H., (1928) A Theory of Production. American Economic Review 18:139–165. 8. Debo L.G., Toktay B.L., Wassenhove L.N., (2006) Joint Life-Cycle Dynamics of New and Remanufactured Products. Productions and Operations Management 15(4):498–513. 9. Doughty N. A., (1990) Lagrangian Interaction, First Edition, Colorado: Westview Press Publisher. 10. Kim K., Chhajed D., (2002) Product Design with Multiple Quality-Type Attributes. Management Science 48(11):1502–1511. 11. Koenigsberg O., Kohli R., Montoya R., (2011) The Design of Durable Goods. Marketing Science 30(1):111–122. 12. Lankoski P., (2011) Player Character Engagement in Computer Games. Games and Culture 6(4):291–311. 13. Miller R. L., (1982) Intermediate Microeconomics Theory Issues Applications, Third Edition, New York: McGraw-Hill, Inc. 14. Sankaranarayanan R., (2007) Innovation and the Durable Goods Monopolist: The Optimality of Frequent New-Version Releases. Marketing Science 26(6):774-791. 15. Silva A. de S. e, (2009) Hybrid Reality and Location-Based Gaming: Redefining Mobility and Game Spaces in Urban Environments. Simulation and Gaming 40(3):404–424. 16. Williams J. P., Kirschner D., (2012) Coordinated Action in the Massively Multiplayer Online Game World of Warcraft. Symbolic Interaction 35(30):340–367. | |
| dc.identifier.uri | http://tdr.lib.ntu.edu.tw/jspui/handle/123456789/70144 | - |
| dc.description.abstract | 線上遊戲的設計複雜,遊戲廠商須面臨如何設計屬性值、如何定價以及如何更新遊戲屬性的抉擇。因此,在本篇論文中,我們提出兩個模型來協助遊戲廠商設計線上遊戲的最佳的屬性值,以及如何更新這些屬性值來保留住玩家。在模型中,我們建立了價格、成本、成本彈性、機會比率與線上遊戲屬性之間的關係式,透過所建立的關係式,我們分析放寬屬性最大值限制的條件、設計過度和設計不足的範圍、更新遊戲時如何讓價格或成本降低、更新遊戲時屬性互相補貼的效應。分析結果亦顯示屬性更新具有連動關係,一個屬性的更新會影響到其它屬性,它們亦必須進行更新改善。本研究成果可以提供線上遊戲廠商,在遊戲設計上一些有價值的見解,並且幫助他們擬定最佳的遊戲更新策略,以保留住遊戲玩家。 | zh_TW |
| dc.description.abstract | The complexity of designing an online game has posed many challenges in game development process. Therefore, in this thesis, we propose two models to help game companies design the attributes of their online games, and improve these attributes to retain players. Our models establish a relationship between optimal price, cost elasticities and opportunity costs of these attributes for an online game, and then derive conditions under which these attributes obtain their maximum possible values. By the relationship established and conditions derived, we examine why a game company might relax nonbinding constraints on these attributes, when the attributes are underdesigned and overdesigned, when cost and price cuts might be accompanied with attribute improvements, and how a game company might be able to cross-subsidize attribute improvements. In addition, our analysis shows that there exists a chain effect on attribute design where the improvement in an attribute may lead to the improvements of the others. Our analytical results can provide some valuable insights of game design and help game companies retain players through improving attributes associated with their games. | en |
| dc.description.provenance | Made available in DSpace on 2021-06-17T03:45:56Z (GMT). No. of bitstreams: 1 ntu-107-R04725028-1.pdf: 1390573 bytes, checksum: d1ca9cea977984010e993bc6d931f367 (MD5) Previous issue date: 2018 | en |
| dc.description.tableofcontents | Table of Contents i
List of Figures ii List of Tables iii Chapter 1 Introduction 1 Chapter 2 Literature Review 5 Chapter 3 The Basic Model 7 3.1 Player’s utility 9 3.2 Demand function 11 3.3 Game design and pricing 13 3.4 Interdependent attribute design 17 Chapter 4 Implications of the Basic Model 19 4.1 Chain effect of attribute improvements in an online game 19 4.2 Price-to-cost ratio improvements in an online game 20 4.3 Upper bound improvements in an online game 23 4.4 Pricing improvements in an online game 24 4.5 Cross-subsidizing attribute improvements in an online game 24 Chapter 5 The Extended Model 27 5.1 Chain effect of attribute improvements in an LAR game 30 5.2 Price-to-cost ratio improvements in an LAR game 31 5.3 Upper bound and pricing improvements in an LAR game 32 5.4 Cross-subsidizing attribute improvements in an LAR game 34 Chapter 6 Conclusions and Future Work 36 References 39 Appendix A 41 Appendix B 48 | |
| dc.language.iso | en | |
| dc.subject | 遊戲設計 | zh_TW |
| dc.subject | 線上遊戲 | zh_TW |
| dc.subject | 定價 | zh_TW |
| dc.subject | 產品設計 | zh_TW |
| dc.subject | 產品生命週期 | zh_TW |
| dc.subject | 基於地理位置之擴增實境遊戲 | zh_TW |
| dc.subject | product life cycle | en |
| dc.subject | game design | en |
| dc.subject | online game | en |
| dc.subject | location-based augmented reality game | en |
| dc.subject | pricing | en |
| dc.subject | product design | en |
| dc.title | 線上遊戲之設計策略 | zh_TW |
| dc.title | Design Strategies of Online Games | en |
| dc.type | Thesis | |
| dc.date.schoolyear | 106-1 | |
| dc.description.degree | 碩士 | |
| dc.contributor.oralexamcommittee | 孔令傑(Ling-Chieh Kung),李永銘 | |
| dc.subject.keyword | 遊戲設計,線上遊戲,基於地理位置之擴增實境遊戲,產品設計,產品生命週期,定價, | zh_TW |
| dc.subject.keyword | game design,online game,location-based augmented reality game,product design,product life cycle,pricing, | en |
| dc.relation.page | 50 | |
| dc.identifier.doi | 10.6342/NTU201800243 | |
| dc.rights.note | 有償授權 | |
| dc.date.accepted | 2018-01-30 | |
| dc.contributor.author-college | 管理學院 | zh_TW |
| dc.contributor.author-dept | 資訊管理學研究所 | zh_TW |
| 顯示於系所單位: | 資訊管理學系 | |
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| ntu-107-1.pdf 未授權公開取用 | 1.36 MB | Adobe PDF |
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