請用此 Handle URI 來引用此文件:
http://tdr.lib.ntu.edu.tw/jspui/handle/123456789/68501完整後設資料紀錄
| DC 欄位 | 值 | 語言 |
|---|---|---|
| dc.contributor.advisor | 黃明蕙 | |
| dc.contributor.author | Kuanyin Wu | en |
| dc.contributor.author | 吳冠潁 | zh_TW |
| dc.date.accessioned | 2021-06-17T02:23:11Z | - |
| dc.date.available | 2017-08-24 | |
| dc.date.copyright | 2017-08-24 | |
| dc.date.issued | 2017 | |
| dc.date.submitted | 2017-08-19 | |
| dc.identifier.citation | Becker, R., Chernihov, Y., Shavitt, Y., and Zilberman, N. 2012. 'An analysis of the Steam community network evolution,' 27th Convention of Electrical and Electronics Engineers, IEEE.
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'E-services: problems, opportunities, and digital platforms,' 34th Annual Hawaii International Conference on System Sciences, IEEE. Van Alstyne, M. W., Parker, G. G., and Choudary S. P. 2016. “Pipelines, Platforms, and the New Rules of Strategy,” Harvard Business Review, April, pp.54-60, 62. Zhu, F., and Iansiti, M. 2011. 'Entry into platform-based markets,' Strategic Management Journal (33:1), pp. 88-106. | |
| dc.identifier.uri | http://tdr.lib.ntu.edu.tw/jspui/handle/123456789/68501 | - |
| dc.description.abstract | 個人電腦遊戲市場在近幾年經歷了興盛,衰退,又再度興起的情況。這背後的主因就是重新塑造整個產業面貌的數位平台。這篇論文旨在對數位平台為電腦遊戲帶來的改變有更深入的了解,並發展業者能效法的數位平台策略。本篇論文首先基於產業領導者Steam的案例發展一個通用的三階段模型,並藉由此模型與另外四位主要的市場競爭對手的比較來導出通用或特定的數位平台策略讓業者能依據各自的市場定位來塑造自己獨有的競爭優勢。我們結論的含意為讓電腦遊戲業者能將他們傳統的獨立事業轉化成數位平台的形式。 | zh_TW |
| dc.description.abstract | The PC game market rise, fall, and rise again in recent years due to digital platforms reshaping the industry’s landscape. This thesis aims to have a deeper understanding of this digital platform transformation of PC games and develop digital platform strategies for vendors to follow suit. The thesis first develops a general three-stage model for digital platforms based on the dominant industrial leader, Steam, and then compares this model with four major followers in this market to derive general and specific digital platform strategies for vendors to develop their unique competitive advantages based on their market positions. The thesis concludes with a set of implications for PC game vendors to transform their traditional standalone business into a digital platform. | en |
| dc.description.provenance | Made available in DSpace on 2021-06-17T02:23:11Z (GMT). No. of bitstreams: 1 ntu-106-R04725029-1.pdf: 1353706 bytes, checksum: 5643633c9b3284f8056480fafd4b1e9f (MD5) Previous issue date: 2017 | en |
| dc.description.tableofcontents | 致謝 i
摘要 ii Thesis Abstract iii Contents iv List of Figures vi List of Tables vi 1. Introduction 1 1.1 The Fall and Rise of PC Games 1 1.2 Digital Platforms 1 1.3 Three Major Challenges 2 1.4 Competition Overview 3 1.5 Research Question 4 2. Conceptual Background 5 2.1 Platform Economy and Network Effect 5 2.2 Customer Engagement and Community 6 2.3 Openness of the Platform 7 2.4 Two-Sided Market 7 2.5 Homing Strategies and Exclusives 8 2.6 Summary 9 3. Developing the Digital Platform Strategy model of Steam 10 3.1 An Overview of Steam 10 3.2 The Digital Platform Strategy of Steam 11 3.2.1 The Growing Stage 12 3.2.2 The Scaling Stage 17 3.2.3 The Engaging Stage 19 4. A Comparison with Competitors 23 4.1 Unique Competitive Advantage 25 4.2 Summary 27 5. Discussion 28 5.1 The Growing Stage 28 5.2 The Scaling Stage 28 5.3 The Engaging Stage 29 5.4 Digital platform strategies 30 5.5 Limitations and future research 35 References 39 | |
| dc.language.iso | en | |
| dc.subject | 個人電腦遊戲 | zh_TW |
| dc.subject | 數位平台 | zh_TW |
| dc.subject | 商業策略 | zh_TW |
| dc.subject | PC game | en |
| dc.subject | digital platform | en |
| dc.subject | business strategy | en |
| dc.title | 個人電腦遊戲的數位平台策略 | zh_TW |
| dc.title | Digital platform strategies for PC games | en |
| dc.type | Thesis | |
| dc.date.schoolyear | 105-2 | |
| dc.description.degree | 碩士 | |
| dc.contributor.oralexamcommittee | 孔令傑,王存國 | |
| dc.subject.keyword | 個人電腦遊戲,數位平台,商業策略, | zh_TW |
| dc.subject.keyword | PC game,digital platform,business strategy, | en |
| dc.relation.page | 42 | |
| dc.identifier.doi | 10.6342/NTU201703892 | |
| dc.rights.note | 有償授權 | |
| dc.date.accepted | 2017-08-20 | |
| dc.contributor.author-college | 管理學院 | zh_TW |
| dc.contributor.author-dept | 資訊管理學研究所 | zh_TW |
| 顯示於系所單位: | 資訊管理學系 | |
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