Skip navigation

DSpace

機構典藏 DSpace 系統致力於保存各式數位資料(如:文字、圖片、PDF)並使其易於取用。

點此認識 DSpace
DSpace logo
English
中文
  • 瀏覽論文
    • 校院系所
    • 出版年
    • 作者
    • 標題
    • 關鍵字
  • 搜尋 TDR
  • 授權 Q&A
    • 我的頁面
    • 接受 E-mail 通知
    • 編輯個人資料
  1. NTU Theses and Dissertations Repository
  2. 管理學院
  3. 管理學院企業管理專班(Global MBA)
請用此 Handle URI 來引用此文件: http://tdr.lib.ntu.edu.tw/jspui/handle/123456789/56084
完整後設資料紀錄
DC 欄位值語言
dc.contributor.advisor曹承礎(Seng-Cho Chou)
dc.contributor.authorKYUNG JIN BAEKen
dc.contributor.author白京珍zh_TW
dc.date.accessioned2021-06-16T05:14:59Z-
dc.date.available2020-08-04
dc.date.copyright2020-08-04
dc.date.issued2020
dc.date.submitted2020-07-31
dc.identifier.citationLiteratures and Books
1. Levitt,T.(1965).Exploit the Product Life Cycle. Harvard Business Review, 18:81-94
2. Porter,M.(1979).The Five Competitive Forces That Shape Strategy, NY: Free Press.
3. Porter,M.(1980).Competitive Strategy: Techniques for Analyzing Industries and Competitors, NY: Free Press.
4. Porter,M.(1985).The Competitive Advantage. NY: Free Press.
5. Porter,M.(1990).The Competitive Advantage of Nations. NY: Free Press.
6. Porter,M.(2008). The Five Competitive Forces That Shape Strategy, NY: Free Press.
7. Booz, Allen and Hamilton(1982). New Product Management for the 1980s, New York, Booz, Allen and Hamilton.
8. McGahan, A.(2004). How industries evolve, Boston, Harvard Business School Press.
9. Suarez, F., Lanzolla, G.(2007). The Role of Environmental Dynamics in Building a First Mover Advantage Theory, Academy of Management Review , 3.
10. Walker, C.O., Larreche, J.(1996). Marketing strategy: Planning and Implementation, Irwin, 2nd edition.
Website
1. Global Web Traffic Analysis https://gs.statcounter.com/
2. App Analytics and App Data Industry Standard https://www.appannie.com/
dc.identifier.urihttp://tdr.lib.ntu.edu.tw/jspui/handle/123456789/56084-
dc.description.abstract以南韓手游公司個案來研究手游全球化策略zh_TW
dc.description.abstractGaming industry’s unprecedented growth now challenges traditional forms of entertainment such as film box office, television, digital music. In just a few short decades, the gaming has exploded in huge popularity. It is estimated to reach 196 billion USD in revenue by 2022, now considered to be one of the fastest growing industries on the planet.
Mobile is the largest gaming platform, producing 68.5 billion USD in revenue in 2019 which is 45% of the total market that also includes PC and console gaming. Although it is still a relatively new segment of the industry, mobile gaming has been growing with an astonishing growth rate, 2.4 billion people are playing games on mobile in 2019. With the 5G era quick development and expansion, mobile gaming is expected to become a biggest gaming segmentation in the world.
It is a clear fact that mobile gaming is growing very fast all over the world, however every country has a different market and situation. This led the need to have different strategies according to each market to get a higher possibility for the success globally in mobile gaming business. This thesis is to find out what kind of factors, characteristics should be considered, how the strategies should have differentiations in each market through analyzing the business strategies for a South Korean mobile gaming company in four representative countries for each phase of industry life cycle.
en
dc.description.provenanceMade available in DSpace on 2021-06-16T05:14:59Z (GMT). No. of bitstreams: 1
U0001-2807202009340800.pdf: 2990713 bytes, checksum: 9057953edfa30a8739491d0c2d5c62eb (MD5)
Previous issue date: 2020
en
dc.description.tableofcontentsMaster Thesis Certification by Oral Defense Committee………………i
Acknowledgement……………………………………………………………ii
Abstract…………………………………………………………………………iii
Table of Contents……………………………………………………………iv
List of Figures …………………………………………………………………vi
Chapter 1: Introduction………………………………………………………1
1.1 Background and motivation…………………………………………………1
1.2 Objective and Structure of Study……………………………………………1
Chapter 2: Literature and References……………………………………3
2.1 Industry Life cle…………………………………………………………3
2.2 Structure of Mobile Gaming Business………………………………………12
2.3 Roles and Responsibilities of each stakeholder……………………………12
Chapter 3: Mobile Gaming Industry Analysis………………………………18
3.1 Mobile Gaming Industry Overview…………………………………………18
3.2 Global Market Situation………………………………………………………20
Chapter 4: Case Study of a South Korean Mobile Gaming Company…………27
4.1 Company Overview……………………………………………………………27
4.2 Market Analysis and Business Strategy……………………………………28
4.2.1 Fundamental Strategy for Global Business……………………………28
4.2.2 Maturity Phase –Japan……………………………………………29
4.2.3 Growth to Maturity Phase – Taiwan…………………………35
4.2.4 Growth Phase – Thailand…………………………………………41
4.2.5 Introduction to Growth Phase – India……………………………49
4.2.6 Summarized Comparison on Market and Strategy………………56
Chapter 5: Conclusion Recommendation……………………………57
5.1 Conclusion…………………………………………………………………57
5.2 Recommendation…………………………………………………………58
Reference…………………………………………………………………60
dc.language.isoen
dc.title手游全球化策略 - 南韓手游公司個案研究zh_TW
dc.titleGlobal business strategies of mobile gaming – Case study of a South Korean mobile gaming companyen
dc.typeThesis
dc.date.schoolyear108-2
dc.description.degree碩士
dc.contributor.author-orcid0000-0000-0000-0001
dc.contributor.oralexamcommittee陳建錦(Chien Chin Chen),謝冠雄(Ed Hsieh)
dc.subject.keyword手游,手機游戲,全球化,zh_TW
dc.subject.keywordMobile Gaming,Global Business,Market Analysis,Strategies,Differentiation,Gaming Industry,en
dc.relation.page60
dc.identifier.doi10.6342/NTU202001944
dc.rights.note有償授權
dc.date.accepted2020-07-31
dc.contributor.author-college管理學院zh_TW
dc.contributor.author-dept企業管理碩士專班zh_TW
顯示於系所單位:管理學院企業管理專班(Global MBA)

文件中的檔案:
檔案 大小格式 
U0001-2807202009340800.pdf
  目前未授權公開取用
2.92 MBAdobe PDF
顯示文件簡單紀錄


系統中的文件,除了特別指名其著作權條款之外,均受到著作權保護,並且保留所有的權利。

社群連結
聯絡資訊
10617臺北市大安區羅斯福路四段1號
No.1 Sec.4, Roosevelt Rd., Taipei, Taiwan, R.O.C. 106
Tel: (02)33662353
Email: ntuetds@ntu.edu.tw
意見箱
相關連結
館藏目錄
國內圖書館整合查詢 MetaCat
臺大學術典藏 NTU Scholars
臺大圖書館數位典藏館
本站聲明
© NTU Library All Rights Reserved