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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.author | KYUNG JIN BAEK | en |
dc.contributor.author | 白京珍 | zh_TW |
dc.date.accessioned | 2021-06-16T05:14:59Z | - |
dc.date.available | 2020-08-04 | |
dc.date.copyright | 2020-08-04 | |
dc.date.issued | 2020 | |
dc.date.submitted | 2020-07-31 | |
dc.identifier.citation | Literatures 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.uri | http://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.abstract | Gaming 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.provenance | Made 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.tableofcontents | Master 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.iso | en | |
dc.title | 手游全球化策略 - 南韓手游公司個案研究 | zh_TW |
dc.title | Global business strategies of mobile gaming – Case study of a South Korean mobile gaming company | en |
dc.type | Thesis | |
dc.date.schoolyear | 108-2 | |
dc.description.degree | 碩士 | |
dc.contributor.author-orcid | 0000-0000-0000-0001 | |
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.keyword | Mobile Gaming,Global Business,Market Analysis,Strategies,Differentiation,Gaming Industry, | en |
dc.relation.page | 60 | |
dc.identifier.doi | 10.6342/NTU202001944 | |
dc.rights.note | 有償授權 | |
dc.date.accepted | 2020-07-31 | |
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) |
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