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  <title>類別:</title>
  <link rel="alternate" href="http://tdr.lib.ntu.edu.tw/jspui/handle/123456789/109" />
  <subtitle />
  <id>http://tdr.lib.ntu.edu.tw/jspui/handle/123456789/109</id>
  <updated>2026-04-04T11:05:41Z</updated>
  <dc:date>2026-04-04T11:05:41Z</dc:date>
  <entry>
    <title>食品產業的傳承與創新(以大黑松小倆口為例)</title>
    <link rel="alternate" href="http://tdr.lib.ntu.edu.tw/jspui/handle/123456789/21348" />
    <author>
      <name>Wei-Hua Chiu</name>
    </author>
    <author>
      <name>邱薇樺</name>
    </author>
    <id>http://tdr.lib.ntu.edu.tw/jspui/handle/123456789/21348</id>
    <updated>2021-06-08T03:31:41Z</updated>
    <published>2019-01-01T00:00:00Z</published>
    <summary type="text">標題: 食品產業的傳承與創新(以大黑松小倆口為例); Inheritance and innovation of the food industry(Take Danheson Salico as an example)
作者: Wei-Hua Chiu; 邱薇樺
摘要: 傳統糕餅產業，是台灣人共同的記憶!以前只要專心賣好一個商品，東西做的好吃，消費者自然會源源不絕。跟著市場的進步，除了東西好吃，行銷跟創新更是現代人接受的首要條件。如何引起消費者注意，讓他們有嚐鮮的意願，就是一個必須的課題。&#xD;
透過大黑松小倆口個案，看一個一甲子的傳統產業如何由傳統食品產業，轉型到觀光工廠，再轉型到觀光休閒。三代的傳承接班過程又遇到怎麼樣的問題。藉由行銷 4P 來看第一代跟第二代經營模式的差異，再由文創價值主張看第三代未來的走向。&#xD;
一顆牛軋糖可以訴說什麼樣的故事，透過場景將消費者綑綁在一起。第二代積極的發展場域開發，第三代則將場景延伸，透過活動跟在的景點將商品串聯在一起。&#xD;
第三代將要透過文創的方式，讓消費者置身進入另一個時空背景，透過遊戲互動，讓文化深植人心，搭配商品包裝，創造出消費者心中另一個大黑松小倆口。透過來到大黑松小倆口的觀光休閒館及各式活動，讓消費者連結幸福的感受，並讓消費者想到這個品牌就連結到幸福。; Eating traditional Taiwanese baked goods is part of the great memories in Taiwan. Historically, companies have focused on perfecting a single product to differentiate oneself and insure financial health. However, this strategy is no longer feasible in the modern days. In addition to having exceptions products, innovation and marketing must also be present. Having one of a kind, unique experiences that appeal to the new generation of population is key to success. &#xD;
Confectionary giant Salico Foods has built an empire in Taiwan for more than half a decade. To adapt to the market, the company made a strategic move to crossed over from manufacturing to tourism. While the company vision has maintained the same, new generation of operators have different take on marketing and innovation. &#xD;
Previously, Salico focused on creating new products that resonated with consumers. Now, new operators are focusing on creating new experiences by combining food and design. &#xD;
Art and design have the power to make people time travel to different spaces. Along with interactive activities, Salico’s products have elevated from a physical item to an memorable experience. Through tourism and event planning, the company is making its products part of an experience that create lasting memories, which allow new associations that increase brand equity.</summary>
    <dc:date>2019-01-01T00:00:00Z</dc:date>
  </entry>
  <entry>
    <title>電競遊戲開發結合區塊鏈與遊戲化金融之策略研究：以Ａ公司為例</title>
    <link rel="alternate" href="http://tdr.lib.ntu.edu.tw/jspui/handle/123456789/83358" />
    <author>
      <name>Han-Wen Lai</name>
    </author>
    <author>
      <name>賴瀚文</name>
    </author>
    <id>http://tdr.lib.ntu.edu.tw/jspui/handle/123456789/83358</id>
    <updated>2023-03-19T21:05:33Z</updated>
    <published>2022-01-01T00:00:00Z</published>
    <summary type="text">標題: 電競遊戲開發結合區塊鏈與遊戲化金融之策略研究：以Ａ公司為例; The Corporate Strategy Analysis of E-Sports Gaming Combining Blockchain and GameFi: The Case Study of A Company
作者: Han-Wen Lai; 賴瀚文
摘要: 在2021至2022年的目前，Web3市場中GameFi遊戲盛行，玩家為了獲利投入大量資金，造成多款爆紅的Play-to-Earn遊戲。但是這類型遊戲的生命週期短，遊戲性方面也尚未出現真正能比擬發展已久的Web2遊戲的作品。 本研究探討的A公司，致力與打造出首款3A等級並具有GameFi元素的遊戲作品，同時還加入了提高環境保護意識的議題與其中。截至作者攥文的九月，成立不到一年的A公司已經成功募資約250萬美金，估值為6500萬美金，並預期在下輪募資時的估值超過1億美金。 本研究將對於產業的分析，以及A公司的核心能力與其資源，進行個案研究分析。並為其設定的差異化定位策略展開分析討論，進而給予建議。; From 2021 to 2022, GameFi games are prevalent in the Web 3.0 market, and players invest a lot of money in order to make profits, resulting in a number of popular Play-to-Earn games. However, the life cycle of this type of game is short, and in terms of gameplay, there has not been a game that can really compare with the long-established Web 2.0 game. Company A discussed in this study is committed to creating the first 3A-level game with GameFi elements, and at the same time, it has also added the issue of raising awareness of environmental protection. As of September of this article, Company A, which was established less than a year ago, has successfully raised about 2.5 million US dollars, with a valuation of 65 million US dollars, and is expected to be valued at more than 100 million US dollars in the next round of fundraising. This thesis will conduct a case study analysis of the industry, as well as the core capabilities and resources of Company A. And analyze and discuss the differentiated positioning strategy set for it, and then give suggestions.</summary>
    <dc:date>2022-01-01T00:00:00Z</dc:date>
  </entry>
  <entry>
    <title>電競產業中硬體設備對於職業選手表現之探討</title>
    <link rel="alternate" href="http://tdr.lib.ntu.edu.tw/jspui/handle/123456789/98133" />
    <author>
      <name>周亦宣</name>
    </author>
    <author>
      <name>I-Hsuan Chou</name>
    </author>
    <id>http://tdr.lib.ntu.edu.tw/jspui/handle/123456789/98133</id>
    <updated>2025-07-29T16:10:13Z</updated>
    <published>2025-01-01T00:00:00Z</published>
    <summary type="text">標題: 電競產業中硬體設備對於職業選手表現之探討; The Impact of Hardware Equipment on Professional Players' Performance in the Esports Industry
作者: 周亦宣; I-Hsuan Chou
摘要: 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。&#xD;
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。&#xD;
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。; 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.&#xD;
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.&#xD;
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.&#xD;
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.</summary>
    <dc:date>2025-01-01T00:00:00Z</dc:date>
  </entry>
  <entry>
    <title>電子零售平台在新冠病毒疫情下的韌性 -以 Amazon 為例</title>
    <link rel="alternate" href="http://tdr.lib.ntu.edu.tw/jspui/handle/123456789/8231" />
    <author>
      <name>Jonathan Liang</name>
    </author>
    <author>
      <name>梁兆佐</name>
    </author>
    <id>http://tdr.lib.ntu.edu.tw/jspui/handle/123456789/8231</id>
    <updated>2021-05-20T00:50:27Z</updated>
    <published>2020-01-01T00:00:00Z</published>
    <summary type="text">標題: 電子零售平台在新冠病毒疫情下的韌性 -以 Amazon 為例; The Resiliency of Online Retail Platform Providers Under the Global COVID-19 Pandemic - Case Study of Amazon
作者: Jonathan Liang; 梁兆佐
摘要: 電子商務與虛擬通路的型態，逐漸成為今日民生消費的基本面貌。而當提起電子 商務的典範時，大多都會想到美國的電子商務領導者-亞馬遜公司，由於亞馬遜 的線上平台業務成長迅速，需要處理龐大線上客戶資料及商品資料，於是開始建 立龐大的資料中心及伺服器等基礎設施來管理虛擬伺服器及各類的雲端資源，提 供內部各部門及子公司的雲端伺服器服務。然而，這樣看似平穩的發展，再來到 2020 年的春天，因為一場新冠肺炎 (COVID-19)，開始埋下整體供應鏈運作不安 定的因子。伴隨著國際經營環境愈趨複雜與各種天災的不可測，一家企業具備供 應鏈韌性的時代已經降臨;本研究之目的，旨在運用現行的資料，推估疫情對於 電子商務零售業者的可能衝擊，並因應該類衝擊，運用供應鏈韌性理論與全球最 大實體零售商 Walmart 之作法，建議 Amazon 的可行之道，值得一提的是，根 據文獻考據與現行可用資料的回顧結果，本研究以能見度、管理彈性、合作管控 作為此波 Amazon 因應肺炎疫情的韌性面向。研究結果顯示，後疫情時代的爆量 需求， Amazon 可充分應用 AWS 的技術應對與預測疫情後的需求，並以 AWS 為戰略工具，強化 Amazon 供應鏈管理中的合作與控管。; Today, e-commerce and online shopping have become an integral part of the consumer market. Most would think of the current leader in the United States, Amazon.com, when it comes to online businesses. In supporting Amazon’s rapid growing online business, the company needed to process online customer data and product information at a massive scale. Amazon hence begun infrastructure investments, such as building large data centers, to manage its virtual and cloud computing resources, in order to facilitate its online services as well as its subsidiaries. In Spring of 2020, however, the coronary pneumonia (COVID-19) has brought uncertainty to the stability of the overall supply chain operations. With the increasing complexity of the international business environment and unpredictability of various natural disasters, the era of Supply Chain Resilience businesses has come. Based on the data available at this stage of the virus outbreak, the purpose of this study is to estimate how the epidemic impacts e-commerce retailers; and in response to such impacts, using supply chain resilience theories together with the practices of Walmart, the largest physical retailer world-wide, suggests a feasible approach for Amazon to continue in this new era of Supply Chain Resilience. The research shows that Amazon could fully leverage its AWS technological advantages to respond and predict the explosive demand post-epidemic, and utilize its AWS as a strategic tool to strengthen cooperation and control in Amazon's supply chain management.</summary>
    <dc:date>2020-01-01T00:00:00Z</dc:date>
  </entry>
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