請用此 Handle URI 來引用此文件:
http://tdr.lib.ntu.edu.tw/jspui/handle/123456789/62486完整後設資料紀錄
| DC 欄位 | 值 | 語言 |
|---|---|---|
| dc.contributor.advisor | 陳俊忠 | |
| dc.contributor.author | Jhan Rhyan C. Sy | en |
| dc.contributor.author | 施純洋 | zh_TW |
| dc.date.accessioned | 2021-06-16T16:03:11Z | - |
| dc.date.available | 2013-07-03 | |
| dc.date.copyright | 2013-07-03 | |
| dc.date.issued | 2013 | |
| dc.date.submitted | 2013-07-02 | |
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Guide to Mobile App Stores: 2012 Edition. Retrieved from http://www.scribd.com/doc/94131805/mobile-app-stores-guide Moby Affiliates (2012). Mobile Ad Server Report: December 2012. Retrieved from http://www.mobyaffiliates.com/guides/mobile-ad-server-report Newzoo Games Market Research (2012). Cross-Screen Impact of Free-to-Play. Retrieved from http://www.newzoo.com/wp-content/uploads/Browsergames.pdf Newzoo Games Market Research (2012). Mid-core Gaming: Defining, Sizing and Seizing the Opportunity. Retrieved April 16, 2013, from http://www.newzoo.com/press-releases/ Newzoo Games Market Research (2012). Mobile Games Trend Report. Retrieved from http://www.newzoo.com/trend-reports/mobile-games-trend-report Newzoo Games Market Research (2012). Online Casual & Social Games Trend Report. Retrieved from http://www.newzoo.com/trend-reports/casual-social-games-trend-report O'Neill, Nick (2008). What Exactly are Social Games? 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Retrieved January 29, 2013, from http://www.mercurynews.com/ci_6695921 Zynga Inc. (2012). Zynga Annual Report 2011 Zynga Inc. (2013). Zynga Reports Fourth Quarter and Full Year 2012 Financial Results | |
| dc.identifier.uri | http://tdr.lib.ntu.edu.tw/jspui/handle/123456789/62486 | - |
| dc.description.abstract | The emergence of ubiquitous internet connectivity through accessing various platforms such as social media sites and apps stores in different modes of convenient personal computing devices in laptops, tablets, and smart phones, social casual games are set to grow substantially in the coming years. Simple addictive games amidst the backdrop of social online era have encouraged a new breed of gamers, social casual gamers. This research will provide an analysis on the social casual gaming industry by utilizing the Porter’s Five Forces Model, Strategic Group Analysis, and Business Model. The successful case of Zynga in social media site Facebook and Rovio in mobile apps will be taken as the focal representative company examples. The belief that everyday people will eventually get tire of the repetitive nature of the simplistic and unoriginal game formats have threatened the sustainability of Zynga and Rovio. Strategic issues will be tackled on to provide action plans going forward on how each company will continue to grow sustainably. | en |
| dc.description.provenance | Made available in DSpace on 2021-06-16T16:03:11Z (GMT). No. of bitstreams: 1 ntu-102-R00724008-1.pdf: 1158247 bytes, checksum: c9a729645c663f0f47b11d1ac2793b49 (MD5) Previous issue date: 2013 | en |
| dc.description.tableofcontents | ABSTRACT……………………………………………………………………...
i ACKNOWLEDGEMENT……………………………………………………..... ii TABLE OF CONTENTS………………………………………………………... iii LIST OF TABLES……………………………………………………................. v LIST OF FIGURES……………………………………………………............... vi CHAPTER I: INTRODUCTION 1.1 Research Background………………………………………………….. 1 1.2 Research Objective and Method……………………………………….. 2 1.3 Research Structure……………………………………………………... 3 CHAPTER II: LITERATURE REVIEW 2.1 Definition of Terms…………………………………………………….. 5 2.1.1 Casual Games…………………………………………………... 5 2.1.2 Social Games…………………………………………………… 9 2.1.3 Social Network Games…………………………………………. 11 2.1.4 Social Casual Games…………………………………………… 12 2.2 Analytical Frameworks………………………………………………… 16 2.2.1 Porter Five Forces………………………………………………. 16 2.2.2 Strategic Group Analysis……………………………………….. 18 2.2.3 Business Model…………………………………………………. 19 CHAPTER III: SOCIAL CASUAL GAMING INDUSTRY ANALYSIS 3.1 History of Games………………………………………………………. 23 3.2 Brief History of Social Casual Gaming………………………………... 25 3.3 Social Casual Gaming Industry………………………………………... 31 3.3.1 Social Network Gaming Industry………………………………. 35 3.3.2 Social Casual Mobile Gaming Industry……………………….... 43 3.4 Social Casual Gaming Global Outlook………………………………... 49 CHAPTER IV: THE CASE OF ZYNGA AND ROVIO 4.1 Zynga…………………………………………………………………... 54 4.1.1 Brief History……………………………………………………. 55 4.1.2 Strategy and Business Model…………………………………… 57 4.1.3 Financials……………………………………………………….. 60 4.1.4 Strategic Issues…………………………………………………. 63 4.2 Rovio…………………………………………………………………… 77 4.2.1 Brief History……………………………………………………. 78 4.2.2 Strategy and Business Model…………………………………… 80 4.2.3 Financials……………………………………………………….. 84 4.2.4 Strategic Issues…………………………………………………. 85 4.3 Zynga and Rovio Analysis…………………………………………….. 95 Chapter V: CONCLUSION, SUGGESTIONS, IMPLICATIONS, LIMITATIONS AND FUTURE RESEARCH Conclusion………………………………………………………………... 98 Suggestions……………………………………………………………….. 101 Implications………………………………………………………………. 104 Limitations and Future Research………………………………………... 105 REFERENCES………………………………………………………………….. 107 | |
| dc.language.iso | en | |
| dc.subject | development strategy | zh_TW |
| dc.subject | social casual game | zh_TW |
| dc.subject | business model | zh_TW |
| dc.subject | Zynga | zh_TW |
| dc.subject | Rovio | zh_TW |
| dc.subject | development strategy | zh_TW |
| dc.subject | social casual game | zh_TW |
| dc.subject | business model | zh_TW |
| dc.subject | Zynga | zh_TW |
| dc.subject | Rovio | zh_TW |
| dc.title | 社交休閒遊戲發展策略—以Zynga與Rovio為例 | zh_TW |
| dc.title | Reinventing Social Casual Games: The Cases of Zynga and Rovio | en |
| dc.type | Thesis | |
| dc.date.schoolyear | 101-2 | |
| dc.description.degree | 碩士 | |
| dc.contributor.oralexamcommittee | 謝明慧,周子銓 | |
| dc.subject.keyword | social casual game,business model,Zynga,Rovio,development strategy, | zh_TW |
| dc.relation.page | 116 | |
| dc.rights.note | 有償授權 | |
| dc.date.accepted | 2013-07-02 | |
| dc.contributor.author-college | 管理學院 | zh_TW |
| dc.contributor.author-dept | 國際企業學研究所 | zh_TW |
| 顯示於系所單位: | 國際企業學系 | |
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