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  1. NTU Theses and Dissertations Repository
  2. 管理學院
  3. 資訊管理學系
請用此 Handle URI 來引用此文件: http://tdr.lib.ntu.edu.tw/jspui/handle/123456789/68501
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dc.contributor.advisor黃明蕙
dc.contributor.authorKuanyin Wuen
dc.contributor.author吳冠潁zh_TW
dc.date.accessioned2021-06-17T02:23:11Z-
dc.date.available2017-08-24
dc.date.copyright2017-08-24
dc.date.issued2017
dc.date.submitted2017-08-19
dc.identifier.citationBecker, 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.
Benlian, A., Hilkert, D., and Hess, T. 2015. 'How open is this platform? The meaning and measurement of platform openness from the complementors’ perspective,' Journal of Information Technology (30:3), pp. 209-228.
Brennan, T. 2007. “Saving Section 2: Reframing U.S. Monopolization Law,” in The Political Economy of Antitrust, V. Ghosal and J. Stennek. (ed.), Am-sterdam: North-Holland, pp. 417-451.
Cennamo, C., and Santalo, J. 2013. 'Platform competition: Strategic trade-offs in platform markets,' Strategic Management Journal (34:11), pp. 1331-1350.
Chalk, A. 2016. 'PC gaming market worth $36 billion in 2016,' PC Gamer, (available at http://www.pcgamer.com/pc-gaming-market-worth-36-billion-in-2016/; retrieved July 25, 2017).
Choi, J. P. 2010. “Tying in Two-Sided Markets with Multi-Homing,” The Journal of Industrial Economics (58:3), September, pp. 607-626.
Clements, M., and Ohashi, H. 2005. 'Indirect Network Effects and the Product Cycle: Video Games in the U.S., 1994-2002*,' Journal of Industrial Economics (53:4), pp. 515-542.
Clint, E. 2015. 'A brief history of the death of PC gaming,' Incredulous, (available at http://www.skepticink.com/incredulous/2015/09/07/a-brief-history-of-the-death-of-pc-gaming/; retrieved July 25, 2017).
Farrell, J., and Klemperer, P. 2007. 'Coordination and Lock-In: Competition with Switching Costs and Network Effects', Handbook of Industrial Organization (3), pp. 1967-2072.
Grubb, J. 2017. 'Valve won’t manually curate Steam because it dominates PC gaming,' VentureBeat, (available at https://venturebeat.com/2017/02/13/valve-wont-manually-curate-steam-because-it-dominates-pc-gaming/; retrieved July 25, 2017).
Hall, C. 2014. 'Nostalgia is a powerful drug: How GoG.com is growing beyond a back catalog,' Polygon, (available at https://www.polygon.com/2014/7/21/5913763/gog-com-back-catalog-new-releases; retrieved July 25, 2017).
Kang, S., and Lee, S.T. 2013. “Platform Market Share of Korean Online Game under Two-Sided Market With Low Switching Costs,” PACIS Proceedings, June.
Kimura, M. 2016 “A Simulation of Consumer-side Multihoming of Original and Derivative Digital Games: Evidence from Japan,” Universal Journal of Management (4:5), May, pp. 234-245.
Kumar, V., Aksoy, L., Donkers, B., Venkatesan, R., Wiesel, T., and Tillmanns, S. 2010. 'Undervalued or Overvalued Customers: Capturing Total Customer Engagement Value,' Journal of Service Research (13:3), pp. 297-310.
Martin, K., and Todorov, I. 2010. 'How Will Digital Platforms be Harnessed in 2010, and How Will They Change the Way People Interact with Brands?,' Journal of Interactive Advertising (10:2), pp. 61-66.
Maruyama, M., and Ohkita, K. 2010. 'Platform strategy of video game software in Japan, 1984-1994: theory and evidence,' Managerial and Decision Economics (32:2), pp. 105-118.
McIntyre, D., and Srinivasan, A. 2016. 'Networks, platforms, and strategy: Emerging views and next steps,' Strategic Management Journal (38:1), pp. 141-160.
Molyneux, L., Vasudevan, K., and Gil de Zúñiga, H. 2015. 'Gaming Social Capital: Exploring Civic Value in Multiplayer Video Games,' Journal of Computer-Mediated Communication (20:4), pp. 381-399.
Parker, G., and Van Alstyne, M. 2016. 'Innovation, Openness, and Platform Control,' SSRN Electronic Journal.
Plunkett, L. 2016. 'Nearly 40% Of All Steam Games Were Released In 2016', Kotaku.com, (available at http://kotaku.com/nearly-40-of-all-steam-games-were-released-in-2016-1789535450; retrieved July 25, 2017).
Prieger, J., and Hu, W. 2010. 'Applications Barriers to Entry and Exclusive Vertical Contracts in Platform Markets,' Economic Inquiry (50:2), pp. 435-452.
Rochet, J.C., Tirole, J. 2003. “Platform Competition in Two-Sided Markets,” Journal of the European Economic Association (1:4), June, pp. 990-1029.
Roquilly, C. 2011. “Control Over Virtual Worlds by Game Companies: Issues and Recommendations,” MIS Quarterly (35:3), September, pp. 653-671.
Sacco, D. 2014. 'Digital downloads account for 92% of PC game sales,' PCR, (available at https://www.pcr-online.biz/news/read/digital-sales-make-up-92-of-global-game-revenues/034551; retrieved July 25, 2017).
Sarkar, S. 2016. 'Almost two-fifths of Steam’s entire library was released in 2016,' Polygon, (available at https://www.polygon.com/2016/12/1/13807904/steam-releases-2016-growth; retrieved July 25, 2017).
Sawhney, M., Verona, G., and Prandelli, E. 2005. 'Collaborating to create: The Internet as a platform for customer engagement in product innovation,' Journal of Interactive Marketing (19:4), pp. 4-17.
TECHVISION. 2017. “Ecosystem power play - Beyond Platform,” Technology Vision 2017 - Trend 2.
Tiwana, A., and Ramesh, B. 2001. '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.urihttp://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.abstractThe 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.provenanceMade 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.isoen
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.subjectPC gameen
dc.subjectdigital platformen
dc.subjectbusiness strategyen
dc.title個人電腦遊戲的數位平台策略zh_TW
dc.titleDigital platform strategies for PC gamesen
dc.typeThesis
dc.date.schoolyear105-2
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.keywordPC game,digital platform,business strategy,en
dc.relation.page42
dc.identifier.doi10.6342/NTU201703892
dc.rights.note有償授權
dc.date.accepted2017-08-20
dc.contributor.author-college管理學院zh_TW
dc.contributor.author-dept資訊管理學研究所zh_TW
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