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完整後設資料紀錄
DC 欄位 | 值 | 語言 |
---|---|---|
dc.contributor.advisor | 林博文 | zh_TW |
dc.contributor.advisor | Bou-Wen Lin | en |
dc.contributor.author | 林浩正 | zh_TW |
dc.contributor.author | Hao-Zheng Lin | en |
dc.date.accessioned | 2023-07-24T16:14:17Z | - |
dc.date.available | 2023-11-09 | - |
dc.date.copyright | 2023-07-24 | - |
dc.date.issued | 2023 | - |
dc.date.submitted | 2023-06-20 | - |
dc.identifier.citation | 文獻:
1. Bitner, M. J., Ostrom, A. L., & Morgan, F. N. (2008). Service Blueprinting: A Practical Technique for Service Innovation. California Management Review, 50(3), 66–94. 2. Brunt, C.S., King, A.S. & King, J.T. The influence of user-generated content on video game demand. J Cult Econ 44, 35–56 (2020). 3. Eisenmann, T. R., G. Parker, & M. van Alstyne. "Strategies for Two-Sided Markets." Harvard Business Review 84, no. 10 (October 2006). 4. Gort, M., & Klepper, S. (1982). Time Paths in the Diffusion of Product Innovations. The Economic Journal, 92(367), 630–653. 5. Mathews, C.C., Wearn, N. How Are Modern Video Games Marketed?. Comput Game J 5, 23–37 (2016). 6. Nevill, M., & Sahlén, L. (2022). Grand Strategy Games and Economies : The Effect of Complexity on Gameplay (Dissertation). 7. Stickdorn, M., & Schneider, J. (2012). This is service design thinking: Basics, tools, cases. John Wiley & Sons. 8. Sweetser, P., & Wyeth, P. (2005). GameFlow. Computers in Entertainment, 3(3), 3–3. 9. Vernon, R. (1966). International Investment and International Trade in the Product Cycle. The Quarterly Journal of Economics, 80(2), 190–207. 研究報告、企業年報: 1. Newzoo Global Games Market Report 2018~2022 2. Paradox Interactive AB (publ) publishes annual report 2018~2022 3. Stream Hatchet Q3 2022 Live Streaming Report 4. Unity Third Quarter 2022 Financial Results 網頁: 1. Big Budget Games Are a Dying Breed. 檢索日期: 2023/06/14 Link: https://www.vice.com/en/article/vvbjvx/aaa-games-are-crumbling-under-their-huge-budgets 2. How Paradox Interactive found success in a niche market. 檢索日期: 2023/06/14 Link: https://www.destructoid.com/how-paradox-interactive-found-success-in-a-niche-market/ 3. Leading game engines used by video game developers in the United Kingdom (UK) 2019 Published by J. Clement, Jan 29, 2021. 檢索日期: 2023/06/14 Link: https://www.statista.com/statistics/321059/game-engines-used-by-video-game-developers-uk/ 4. Solving Paradox: How the historical strategy game maker stayed alive. 檢索日期: 2023/06/14 Link: https://www.polygon.com/features/2013/8/7/4554042/paradox-interactive-history 5. The engine behind Paradox Development Studio’s future games. 檢索日期: 2023/06/14 Link: https://venturebeat.com/pc-gaming/the-engine-behind-paradox-development-studios-future-games/ 6. The best strategy games in 2023. 檢索日期: 2023/06/14 Link: https://www.pcgamer.com/the-best-strategy-games/ 7. The Rhythms of Digital History: A Guide to Historical Grand Strategy Games. 檢索日期: 2023/06/14 Link: https://web.archive.org/web/20211221230847/https://25yearslatersite.com/2019/08/11/the-rhythms-of-digital-history-a-guide-to-historical-grand-strategy-games/ 8. Welcoming the Incredible Teams and Legendary Franchises of Activision Blizzard to Microsoft Gaming. 檢索日期: 2023/06/14 Link: https://news.xbox.com/en-us/2022/01/18/welcoming-activision-blizzard-to-microsoft-gaming/ 9. What Are Grand Strategy Games? Their Core Gameplay Mechanics,Explained. 檢索日期: 2023/06/14 Link: https://www.makeuseof.com/what-are-grand-strategy-games/ 10. What is a grand strategy game? 檢索日期: 2023/06/14 Link: https://www.strateggames.com/a/what-is-a-grand-strategy-game/ 11. Why AAA Studios Shift to Games-as-a-Service (GaaS) Model 檢索日期: 2023/06/14 Link: https://www.gridly.com/blog/games-as-a-service/ 12. 50 Years of Gaming History, by Revenue Stream (1970-2020). 檢索日期: 2023/06/14 Link: https://www.visualcapitalist.com/50-years-gaming-history-revenue-stream/ 13. 「雲遊戲」Cloud Gaming戰國時代來臨. 檢索日期: 2023/06/14 連結: https://www.4gamers.com.tw/news/detail/46226/the-cloud-gaming-wars-nvidia-google-microsoft-amazon 14. 飞黄腾达之前的默默无闻:《骑马与砍杀》发行前的P社. 檢索日期: 2023/06/14 連結: https://www.gcores.com/articles/118454 15. 任天堂起落不斷的百年歷史中,是無數藝術與商業的磨合挑戰. 檢索日期: 2023/06/14 連結: https://www.inside.com.tw/article/13345-legend-nintendo 16. 被公认的未来趋势:服务型游戏(GaaS). 檢索日期: 2023/06/14 連結: https://www.ign.com.cn/you-xi-chan-ye/35125/opinion/bei-gong-ren-de-wei-lai-qu-shi-fu-wu-xing-you-xi 17. 疫情下的遊戲市場與在那之後(上). 檢索日期: 2023/06/14 連結: https://lndata-taiwan.medium.com/%E7%96%AB%E6%83%85%E4%B8%8B%E7%9A%84%E9%81%8A%E6%88%B2%E5%B8%82%E5%A0%B4%E8%88%87%E5%9C%A8%E9%82%A3%E4%B9%8B%E5%BE%8C-%E4%B8%8A-3ac829172c5c 18. 疫情下的遊戲市場與在那之後(下). 檢索日期: 2023/06/14 連結: https://lndata-taiwan.medium.com/%E7%96%AB%E6%83%85%E4%B8%8B%E7%9A%84%E9%81%8A%E6%88%B2%E5%B8%82%E5%A0%B4%E8%88%87%E5%9C%A8%E9%82%A3%E4%B9%8B%E5%BE%8C-%E4%B8%8B-600e8546fb67 | - |
dc.identifier.uri | http://tdr.lib.ntu.edu.tw/jspui/handle/123456789/87875 | - |
dc.description.abstract | 隨著消費性電子產品的普及與網路的發展,全球電玩產業的產值持續增長,目前已超過電影與音樂等傳統的休閒娛樂產業,電玩遊戲及其衍生的電競與實況直播等活動成為許多年輕人的主要娛樂方式。電玩遊戲產業本身也隨著科技的演變與消費者的行為變化而快速變遷,近年影響產業生態最主要的因素就是Mobile遊戲市場的快速擴張,促使許多過去以PC或Console為主要遊戲平台的廠商重新調整發展策略,直接投入Mobile遊戲市場,或是採取長期營運的遊戲即服務模式(Game as a Service, GaaS)。
本研究的個案廠商,電玩遊戲開發商Paradox Interactive,持續採用長期營運遊戲產品的商業模式,有多款成功產品能維持長期的玩家群體與穩定收益。本文以個案研究法對個案公司面臨的外部環境與採取的策略進行研究,分析其策略活動如何有助於在PC遊戲產業中持續維持競爭優勢,主要聚焦在其產品設計、產品更新模式、社群營運模式以及事業佈局和近期的成長策略。最後本研究結合電玩產業的發展趨勢與個案公司內部的資源與能力提出未來成長方向的建議。 | zh_TW |
dc.description.abstract | With the popularity of consumer electronics and the development of the internet, the global video game industry's market value continues to grow, surpassing traditional leisure and entertainment industries such as film and music. Video games and related activities such as esports and live streaming have become the primary form of entertainment for many young people. The video game industry itself has rapidly evolved with technological advancements and changes in consumer behavior. In recent years, the expansion of the mobile gaming market has been the most significant factor affecting the industry ecosystem. Many companies that previously focused on PC or console gaming platforms have readjusted their development strategies, adopting the Game-as-a-Service (GaaS) model or directly entering the mobile gaming market.
In this study, we examine Paradox Interactive, a video game publisher, which has early on adopted the long-term operation business model for its gaming products and successfully maintained a stable player base and revenue, gradually expanding its presence. This article utilizes a case study approach to investigate the external environment faced by the company and the strategies it has employed. We analyze how its strategic activities contribute to maintaining a competitive advantage in the PC gaming industry, focusing on its product design, product update method, community management, business model, and growth strategy. Finally, this research combines the trends in the video game industry with the internal resources and capabilities of the case company to provide recommendations for future growth directions. | en |
dc.description.provenance | Submitted by admin ntu (admin@lib.ntu.edu.tw) on 2023-07-24T16:14:17Z No. of bitstreams: 0 | en |
dc.description.provenance | Made available in DSpace on 2023-07-24T16:14:17Z (GMT). No. of bitstreams: 0 | en |
dc.description.tableofcontents | 中文摘要 i
英文摘要 ii 目錄 iii 圖目錄 v 表目錄 vi 第一章 緒論 1 第一節 研究背景 1 第二節 研究動機 3 第三節 研究目的 4 第二章 文獻探討 5 第一節 電玩遊戲產業簡介 5 第二節 商業模式圖 8 第三節 服務設計 9 第四節 心流理論 10 第五節 網絡效應 12 第六節 安索夫矩陣 13 第三章 研究方法 14 第一節 個案研究法 14 第二節 研究限制 14 第四章 產業分析 15 第一節 電玩遊戲產業概況 15 4.1.1. 市場現況 15 4.1.2. 電玩遊戲類型 18 4.1.3. 電玩遊戲玩家分類 19 4.1.4 電玩遊戲產業價值鏈 20 第二節 重要電玩遊戲開發商介紹 30 4.2.1. 騰訊遊戲(Tencent Game): 31 4.2.2. 索尼互動娛樂(Sony Interactive Entertainment, SIE) 32 4.2.3. 微軟(Microsoft) 33 4.2.4. 動視暴雪(Activision Blizzard) 34 第三節 電玩遊戲開發商五力分析 35 第四節 產業關鍵因素 37 4.4.1. 保持產品創新 37 4.4.2. 行銷能力及品牌價值 37 4.4.3. 對遊戲平台及通路的掌控力 38 第四節 PC遊戲產業趨勢 40 4.4.1. 產品銷售轉向持續性服務 40 4.4.2. 新遊戲開發的兩極化 40 4.4.3. 用戶群體的增長與組成改變 43 4.4.4. 用戶對社交功能的需求持續增加 43 第五章 個案公司分析 44 第一節 個案公司簡介 44 5.1.1. 發展歷程 44 5.1.2. 組織架構 49 5.1.3. 財務表現 50 5.1.4. 核心能力 52 第二節 個案公司商業模式分析 53 5.2.1. 商業模式九宮格 53 5.2.2. 服務藍圖 58 第三節 個案公司的長期營運模式 59 5.3.1. 個案公司的產品設計 59 5.3.2. 個案公司的遊戲更新模式 67 5.3.3. 個案公司社群經營 72 第四節 個案公司事業策略分析 78 5.4.1. PC策略遊戲 78 5.4.2. PC模擬經營類型遊戲 83 5.4.3. 其他PC遊戲 85 5.4.4. 非PC遊戲 86 5.4.5 小節 87 第六章 結論與建議 89 第一節 研究結論 89 第二節 研究建議 91 參考文獻 93 | - |
dc.language.iso | zh_TW | - |
dc.title | 電子遊戲開發商之經營與發展策略探討:以Paradox Interactive為例 | zh_TW |
dc.title | Analysis on Business and Growth Strategy of Video Game Publisher: A case study of Paradox Interactive | en |
dc.type | Thesis | - |
dc.date.schoolyear | 111-2 | - |
dc.description.degree | 碩士 | - |
dc.contributor.coadvisor | 劉念琪 | zh_TW |
dc.contributor.coadvisor | Nien-Chi Liu | en |
dc.contributor.oralexamcommittee | 郭佳怡;吳肜泰 | zh_TW |
dc.contributor.oralexamcommittee | Chia-I Kuo;Rung-Tai Wu | en |
dc.subject.keyword | 電玩遊戲產業,Paradox Interactive,遊戲即服務,商業模式,Gameflow model, | zh_TW |
dc.subject.keyword | Video Game Industry,Paradox Interactive,Game as a Service,Business Model,Gameflow model, | en |
dc.relation.page | 96 | - |
dc.identifier.doi | 10.6342/NTU202301061 | - |
dc.rights.note | 未授權 | - |
dc.date.accepted | 2023-06-21 | - |
dc.contributor.author-college | 管理學院 | - |
dc.contributor.author-dept | 商學研究所 | - |
顯示於系所單位: | 商學研究所 |
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