請用此 Handle URI 來引用此文件:
http://tdr.lib.ntu.edu.tw/jspui/handle/123456789/98133完整後設資料紀錄
| DC 欄位 | 值 | 語言 |
|---|---|---|
| dc.contributor.advisor | 陳炳宇 | zh_TW |
| dc.contributor.advisor | Bing-Yu Chen | en |
| dc.contributor.author | 周亦宣 | zh_TW |
| dc.contributor.author | I-Hsuan Chou | en |
| dc.date.accessioned | 2025-07-29T16:10:10Z | - |
| dc.date.available | 2025-07-30 | - |
| dc.date.copyright | 2025-07-28 | - |
| dc.date.issued | 2025 | - |
| dc.date.submitted | 2025-07-15 | - |
| dc.identifier.citation | 1. Drummond, A., Sauer, J. D., & Ferguson, C. J. (2020). Do longitudinal studies support long-term relationships between aggressive game play and youth aggressive behaviour? A meta-analytic examination. Royal Society open science, 7(7), 200373.
2. CTESA國內與國際關係. (2012). 中華民國電子競技運動協會. https://www.ctesa.com.tw/about/intro 3. Games Market Reports and Forecasts. (2024). New Zoo. https://newzoo.com/games-market-reports-and-forecasts. 4. Humbare, R., & mutreja, sonia . (2021, August). Gaming Computer Market Size, Share, Competitive Landscape and Trend Analysis Report, by Product, Price, End Use and Sales Channel: Global Opportunity Analysis and Industry Forecast, 2021-2030. Allied Market Research. https://www.alliedmarketresearch.com/gaming-computer-market-A13073. 5. Buijsman, M. (2025, March 6). Global Games Market Outlook: Key Growth Drivers and Challenges for 2025-2027. New Zoo. https://newzoo.com/resources/blog/global-games-market-update-q1-2025 6. Inaugural Olympic Esports Games to Be Held in Riyadh in 2027 – Road to the Games to Start This Year. (2025, February 11). International Olympic Committee. https://www.olympics.com/ioc/news/inaugural-olympic-esports-games-to-be-held-in-riyadh-in-2027-road-to-the-games-to-start-this-year 7. Morris, C. (2023). Why Esports Should Have a Place in the Olympics. 8. Orin, E. (2023,P.94). Personality and elite performance in competitive esports (Doctoral dissertation, Fielding Graduate University). 9. Scholz, T. M., Scholz, T. M., & Barlow, M. (2019,P.8). eSports is Business (Vol. 15). Springer International Publishing.. 10. Scholz, T. M., Scholz, T. M., & Barlow, M. (2019,P.119). eSports is Business (Vol. 15). Springer International Publishing. 11. TIME. (2024, November 21). TIME. https://time.com/7177358/worlds-best-brands-united-states-2024/ 12. Walton, D. R. (2022,P.89). Is Esport a Good Fit? An Analysis of Sport Consumer Evaluations (Doctoral dissertation, The Ohio State University).. 13. 有關發展我國電子競技產業之研析. (2017). 立法院第十一屆 第三會期. https://www.ly.gov.tw/Pages/Detail.aspx?nodeid=6590&pid=167277 14. 回顧臺灣電競20年系列. (2023, November). 中華民國電子競技運動協會. https://ctesa.com.tw/News/Detail/20231106151834386 | - |
| dc.identifier.uri | http://tdr.lib.ntu.edu.tw/jspui/handle/123456789/98133 | - |
| dc.description.abstract | 隨著電競產業的快速發展,為滿足遊戲運行流暢的需求,電競硬體設備的效能亦隨著遊戲需求同步提升。電競產業已成為新世代的重要休閒娛樂,並衍生出專業的競技賽事。然而,電競產業的快速發展,相對應的標準及各國政府政策尚未正式定義或完善相關配套措施。基於此,本研究以台灣蓬勃發展的硬體產業為基礎,探討電競產業硬體設備標準化的重要性。
本研究將電競產業定義為透過電子載具進行的競技類遊戲活動,皆可歸類於電競範疇。在電競產業高速發展的過程中,不僅軟體(如遊戲設計、競賽規劃等)備受關注,硬體設備的性能與優化也逐漸成為影響產業的重要因素。筆者具備電競產業從業背景,並曾與電競選手共事,觀察到硬體設備對於電競選手在比賽中的表現具有顯著影響。然而,現有研究中對硬體設備與選手表現的具體關聯探討仍顯不足。 基於此,本研究探討電競產業中硬體設備對於職業選手表現,研究制定標準之必要性。研究採用訪談內容分析法進行驗證,透過訪談調查與分析,期望進一步探討硬體設備在電競選手表現中的關鍵作用,並為相關產業提供實務與未來發展建議。 | zh_TW |
| dc.description.abstract | With the rapid development of the esports industry, the performance of eSports hardware has advanced alongside the increasing demands for smooth gameplay. eSports has become a significant form of entertainment for the younger generation, leading to the emergence of professional competitive events. However, despite its rapid growth, the esports industry still lacks well-defined standards and comprehensive government policies.
This study, based on Taiwan's thriving hardware industry, explores the importance of standardizing esports hardware. The eSports industry is defined here as competitive gaming activities conducted through electronic devices. While software aspects, such as game design and competition organization, have received considerable attention, hardware performance and optimization are increasingly recognized as critical factors influencing the industry. The author, with a professional background in the eSports sector and experience collaborating with eSports players, observed that hardware significantly impacts player performance in competitions. However, existing research provides limited insights into the specific relationship between hardware and player performance. This study investigates the impact of hardware on professional players' performance and the necessity of establishing standardized regulations. Using qualitative interview analysis, the research aims to examine the critical role of hardware in esports performance and provide practical recommendations for industry development and policymaking. | en |
| dc.description.provenance | Submitted by admin ntu (admin@lib.ntu.edu.tw) on 2025-07-29T16:10:10Z No. of bitstreams: 0 | en |
| dc.description.provenance | Made available in DSpace on 2025-07-29T16:10:10Z (GMT). No. of bitstreams: 0 | en |
| dc.description.tableofcontents | 目次
口試委員會審定書…………………………………………. i 謝辭…………………………………………………………. ii 中文摘要……………………………………………………. iii ABTRACT…………………………………………………. iv 目次…………………………………………………………. vi 圖次………………………………………………………… viii 表次…………………………………………………………. ix 第一章 緒論 1 第一節 研究動機 1 第二節 研究目的 5 第二章 文獻探討 8 第一節 電競產業商業行為 8 第二節 電競和體育消費者分析 11 第三節 電競產業加入奧運的挑戰 15 第四節 研究問題 16 第三章 研究方法設計 17 第一節 方法概述 17 第二節 受訪者訪談 18 第三節 訪談結果差異分析 34 第四章 結果與討論 37 第一節 研究結果 37 第二節 研究討論 39 第五章 未來展望 41 參考文獻 42 | - |
| dc.language.iso | zh_TW | - |
| dc.subject | 硬體設備 | zh_TW |
| dc.subject | 標準化 | zh_TW |
| dc.subject | 電競產業 | zh_TW |
| dc.subject | 電競政策 | zh_TW |
| dc.subject | 電競職業選手 | zh_TW |
| dc.subject | 訪談分析 | zh_TW |
| dc.subject | 實務建議 | zh_TW |
| dc.subject | 表現影響 | zh_TW |
| dc.subject | eSports policy | en |
| dc.subject | Practical recommendations | en |
| dc.subject | Standardization | en |
| dc.subject | Hardware equipment | en |
| dc.subject | Interview analysis | en |
| dc.subject | Performance impact | en |
| dc.subject | eSports industry | en |
| dc.subject | Professional eSports player | en |
| dc.title | 電競產業中硬體設備對於職業選手表現之探討 | zh_TW |
| dc.title | The Impact of Hardware Equipment on Professional Players' Performance in the Esports Industry | en |
| dc.type | Thesis | - |
| dc.date.schoolyear | 113-2 | - |
| dc.description.degree | 碩士 | - |
| dc.contributor.coadvisor | 林日璇 | zh_TW |
| dc.contributor.coadvisor | Jih-Hsuan Lin | en |
| dc.contributor.oralexamcommittee | 陳家麟;畢南怡 | zh_TW |
| dc.contributor.oralexamcommittee | Chia-lin Chen;Nan-yi Bi | en |
| dc.subject.keyword | 電競產業,標準化,電競政策,電競職業選手,訪談分析,硬體設備,表現影響,實務建議, | zh_TW |
| dc.subject.keyword | eSports industry,Standardization,eSports policy,Professional eSports player,Interview analysis,Hardware equipment,Performance impact,Practical recommendations, | en |
| dc.relation.page | 43 | - |
| dc.identifier.doi | 10.6342/NTU202501820 | - |
| dc.rights.note | 同意授權(限校園內公開) | - |
| dc.date.accepted | 2025-07-16 | - |
| dc.contributor.author-college | 管理學院 | - |
| dc.contributor.author-dept | 創業創新管理碩士在職專班 | - |
| dc.date.embargo-lift | 2025-07-30 | - |
| 顯示於系所單位: | 創業創新管理碩士在職專班(EiMBA) | |
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