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  1. NTU Theses and Dissertations Repository
  2. 管理學院
  3. 商學研究所
請用此 Handle URI 來引用此文件: http://tdr.lib.ntu.edu.tw/jspui/handle/123456789/97351
完整後設資料紀錄
DC 欄位值語言
dc.contributor.advisor郭瑞祥zh_TW
dc.contributor.advisorRuey-Shan Guoen
dc.contributor.author石昀生zh_TW
dc.contributor.authorYun-Sheng Shihen
dc.date.accessioned2025-05-07T16:08:43Z-
dc.date.available2025-05-08-
dc.date.copyright2025-05-07-
dc.date.issued2024-
dc.date.submitted2025-02-20-
dc.identifier.citation中文文獻
蛯谷敏(2022)。樂高:小積木立大功,用玩具堆出財富帝國的秘訣(連雪雅、陳幼雯、蘇文淑譯)。大塊文化。(原著出版於2021年)
溫明麗(1988)。為孩子選玩具。時報。
詹文男、李震華、周維忠、王義智、數位轉型研究團隊(2020)。數位轉型力。商業周刊。
廖培淳(2006)。幼兒玩具知覺偏好之探討。臺灣師範大學人類發展與家庭學系學位論文。
鄭惠慈(2023)。生態系統觀點下的商業模式創新策略—以樂高集團為例。國立政治大學科技管理與智慧財產研究所。
Adner, Ron(2022)。生態系競爭策略:重新定義價值結構,在轉型中辨識正確的賽局,掌握策略工具,贏得先機(黃庭敏譯)。天下雜誌。(原著出版於2021年)
Andersen, Jens(2022)。玩得好!樂高商業冒險之旅:樂高唯一授權傳記,百年品牌用小玩具激發全世界想像力(楊明暐譯)。商業周刊。(原著出版於2021年)
Anthony, Scott D., Gilbert, Clark G., & Johnson, Mark W.(2019)。雙軌轉型:既有業務再升級+發掘市場新缺口,翻轉創新的兩難(林麗雪譯)。寶鼎。(原著出版於2017年)
Brandenburger, Adam M., & Nalebuff, Barry J.(2015)。競合策略:商業運作的真實力量(二十周年經典版)(黃婉華、馮勃翰譯)。雲夢千里。(原著出版於1997年)
Kotter, John P.(2002)。領導人的變革法則(邱如美譯)。天下文化。(原著出版於1996年)
Robertson, David C., & Breen, Bill(2014)。玩具盒裡的創新:樂高以積木、人偶瘋迷10億人的秘密(林麗冠譯)。天下雜誌。(原著出版於2013年)

英文文獻
Aaker, David A. "The value of brand equity." Journal of business strategy 13.4 (1992): 27-32.
Andersen, P., & Ross, J. W. (2016, March). Transforming the LEGO Group for the Digital Economy. In ICIS.
Banyte, J., & Dovaliene, A. (2014). Relations between customer engagement into value creation and customer loyalty. Procedia-Social and Behavioral Sciences, 156, 484-489.
El Sawy, O. A., Kræmmergaard, P., Amsinck, H., & Vinther, A. L. (2020). How LEGO built the foundations and enterprise capabilities for digital leadership. In Strategic information management (pp. 174-201). Routledge.
Godkin, L., & Allcorn, S. (2008). Overcoming organizational inertia: A tripartite model for achieving strategic organizational change. The journal of applied business and economics, 8(1), 82.
Hill, Charles W.L., Jones, Gareth R. (1998). Strategic Management Theory: an Integrated Approach (4th Edition). Houghton Mifflin.
Prakash, A., Dingus, D. A., & Siddiq, M. S. B. (2017). LEGO: Leading Innovation Strategically. History & Technology, 24(3), 221-237.
Saikia, H., Bhattacharyya, N., & Baruah, M. (2023). Review of educational toy design elements and their importance in child development from a cognitive perspective.
Saini, A., Kumar, A., Mishra, S. K., Kar, S. K., & Bansal, R. (2024). Do environment-friendly toys have a future? An empirical assessment of buyers' green toys decision-making. Environment, Development and Sustainability, 26(3), 5869-5889.
T. S. Perry, & P. Wallich. (1983). Microprocessors: Design case history: The Atari Video Computer System: By omitting lots of hardware, designers added flexibility and gave video-game programmers room to be creative, IEEE Spectrum, vol. 20, no. 3, pp. 45-51, doi: 10.1109/MSPEC.1983.6369841.
The LEGO Group. (2023). 2022 Our Greenhouse Gas Emissions.
The LEGO Group. (2024). 2023 Sustainability Progress Report.
Turner, A., Arnold, R., & Williams, T. (2020). Weathering and persistence of plastic in the marine environment: Lessons from LEGO. Environmental Pollution, 262, 114299.

網站資料
中文網站:
中小企業跨域創新生態網(2018年5月17日)。【關於生態系】生態系發展週期。中小企業跨域創新生態網,取自:https://www.sme.gov.tw/smefuture/article-smeecosystem-2800-11764
奶油隊長(2012年7月3日)。LEGO Life of George樂高 喬治的生活。玩具人,取自:https://www.toy-people.com/?p=17364
安索夫矩陣(無日期)。維基百科,取自:https://zh.wikipedia.org/zh-tw/%E5%AE%89%E7%B4%A2%E5%A4%AB%E7%9F%A9%E9%99%A3
何支濤(2021年11月25日)。歐賽斯深度解析:玩具產業分析及未來十大趨勢預測。搜狐,取自:https://www.sohu.com/a/503400829_100258568
妙盈研究院(2022年6月1日)。玩具遇上可持續,「樂高」們的應對法則。MIOTECH妙盈科技,取自:https://www.miotech.com/zh-HK/article/108
李吉仁(2019年4月)。驅動轉型成為轉機。哈佛商業評論,取自:https://www.hbrtaiwan.com/article/18704/four-key-points-for-corporate-transformation
法力斯鎮長(2016年11月27日)。詳細介紹超越想像的電玩「樂高次元系列」(Lego Dimensions)。薄荷糖:一座樂高積木小鎮,取自:https://www.chinatimes.com/realtimenews/20140925004736-260508?chdtv
姚陵錦(2022年4月14日)。樂高與Epic Games合作開發元宇宙中的兒少體驗。產業研究資料庫,取自:https://research.taicca.tw/article/0b92876e-afc5-3fac-b881-42ab0e0e2dd9
威斯邁編輯部(2020年10月5日)。跨出虛擬進入現實的AR玩具,啟發孩子的創造力與思考力。威斯邁親子購物,取自:https://www.wesmilegood.com/baike-detail/1/9/94/
若水Flow AI Blog編輯團隊(無日期)。迪士尼樂園施展「數據魔法」,打造你的夢幻體驗。Flow AI Blog,取自:https://ai-blog.flow.tw/disneyland-ai-mymagic
孫保忠(2017年3月3日)。LEGO SERIOUS PLAY : 搞懂樂高認真玩。Xilienz,取自:http://www.xilienz.com/archives/72629
張雪晴、樊俊豪等(2023年2月22日)。樂高:小積木塑造大生態,專注+創新成就玩具帝國。中金研究,取自:https://www.hstong.com/news/hk/detail/23022213132678643
張凱莉(2020年3月25日)。從電影動畫邁向影音串流平台的文創龍頭 -迪士尼 Disney。瘋設計,取自:https://www.fundesign.tv/disney/
張靜怡(2021年5月17日)。金塊兒童玩具市場,光知道喜羊羊、豬豬俠這些IP還不夠。消費站,取自:https://www.cbndata.com/information/165497
理查德.米爾恩(2023年10月26日)。樂高新成長之路:我們更像迪士尼。商業周刊,取自:https://www.businessweekly.com.tw/archive/Article/Index?StrId=7008997&_gl=1*sgwcf4*_gcl_au*MTIxNjM2NzQwLjE3MTYwMzE3ODE.
馮景青(2014年9月25日)。樂高4種FUSION組合 虛擬玩更大。中時新聞網,取自:https://www.chinatimes.com/realtimenews/20140925004736-260508?chdtv
愛范兒(2019年4月23日)。Game Boy走過30週年,任天堂帶給世界的不只是一部掌上型遊戲機。3C新報,取自:https://ccc.technews.tw/2019/04/23/game-boy-30th-anniversary/
楊晨欣(2024年3月20日)。設立「創新中心」有用嗎?70 歲的樂高,因為成立未來實驗室東山再起。未來商務,取自:https://fc.bnext.com.tw/articles/view/746
楊翔菲(2019年9月18日)。中國玩具市場規模超百億美元玩具IP化滲透率可望進一步提高。上海證券報‧中國證券網,取自:https://news.cnstock.com/industry,rdjj-202403-5207471.htm
腦爸(2024年3月12日)。玩具是什麼?如何選擇玩具大解密【2024年版】。玩具腦,取自:https://tw.toybrains.com/blog/all-about-toy
葉宏謨(2022年11月3日)。【CDO專欄】變革管理與組織文化。CIO Taiwan),取自:https://www.cio.com.tw/cdo-column-change-management-and-organizational-culture/
遠見好讀(2019年5月17日)。從瀕臨破產翻身!樂高如何靠「懷舊原型」讓大家埋單?。遠見,取自:https://www.gvm.com.tw/article/60956
樂高玩電影系列(無日期)。維基百科,取自:https://zh.wikipedia.org/wiki/%E6%A8%82%E9%AB%98%E7%8E%A9%E9%9B%BB%E5%BD%B1%E7%B3%BB%E5%88%97
蔡茹涵(2022年6月23日)。把3C從敵手變助手 90歲樂高「認清自己」獲利登峰。商業週刊,取自:https://www.businessweekly.com.tw/Archive/Article?StrId=7006088&rf=google
魯皓平(2023年12月15日)。高品質但不友善環境?樂高致力研發永續材料卻困難重重。HYPEBEAST,取自:https://esg.gvm.com.tw/article/40276
AI4kids(2023年2月7日)。STEAM教育是什麼?快速了解STEAM教育的特色與用處!。AI4kids,取自:https://ai4kids.ai/blogs/blog/what-is-steam-education
Ann Chen(2021年5月22日)。LEGO 打造全新 LGBTQIA + 彩虹旗幟積木組合。HYPEBEAST,取自:https://hypebeast.com/hk/2021/5/lego-pride-month-set-everyone-is-awesome-release-info
C.K. Prahalad, & Gary Hamel(2007年3月)。企業核心能力。哈佛商業評論,取自:https://www.hbrtaiwan.com/article/10409/the-core-competence-of-the-corporation
Clayton M. Christensen, Michael Rayno, & Rory McDonald(2016年6月)。什麼才是破壞式創新。哈佛商業評論,取自:https://www.hbrtaiwan.com/article/13239/what-is-disruptive-innovation
Gary Hung(2019年8月18日)。策略分析工具:安索夫矩陣。Medium,取自:https://medium.com/businessclub-nthu/%E7%AD%96%E7%95%A5%E5%88%86%E6%9E%90%E5%B7%A5%E5%85%B7-%E5%AE%89%E7%B4%A2%E5%A4%AB%E7%9F%A9%E9%99%A3-12d03843b271
HitFM新聞部(2016年11月26日)。亞洲第一間樂高工廠 今浙江嘉興開張。HitFM,取自:https://www.hitoradio.com/newweb/11258hotnews
Invesco(無日期)。電子商務快速成長,消費基金掌握電商線上趨勢。Invesco,取自:https://www.invesco.com/tw/zh/investment-ideas/press-and-media/2021/20211117.html
Jacob Leong(無日期)。【玩具產業趨勢】玩具產業的不斷變化之路。FreightAmigo,取自:https://www.freightamigo.com/zh-hant/blog-zh-hant/【玩具產業趨勢】玩具產業的不斷變化之路/
Kylie Yeh(2021年12月30日)。LEGO 推出最新《音速小子 Sonic the Hedgehog》Green Hill Zone 主題套裝。HYPEBEAST,取自:https://hypebeast.com/hk/2021/12/lego-sonic-the-hedgehog-green-hill-zone
LEGO® 2K Drive(無日期)。LEGO® 2K Drive官網,取自:https://lego.2k.com/drive/zh-TW/
LEGO® Certified Store(無日期)。71374 - NINTENDO ENTERTAINMENT SYSTEM™。LEGO® Certified Store,取自:https://lego.kidslandgroup.com/products/71374-nes
LEGO®(無日期)。樂高® 合作與夥伴關係。樂高集團官網,取自:https://www.lego.com/zh-tw/lego-collaborations
Mark W. Johnson, Clayton M. Christensen, & Henning Kagermann(2008年12月)。商業模式再創新。哈佛商業評論,取自:https://www.hbrtaiwan.com/article/11657/reinventing-your-business-model
Runa Li(2023年5月19日)。《樂高2K飆風賽車》評測:古怪玩法大集合 卡丁車競速與開放世界我全都要。遊戲角落,取自:https://game.udn.com/game/story/122088/7176304
Shopping Design(2017年9月29日)。正式開幕!超大尺寸積木疊出樂高的新樂園LEGO HOUSE。數位時代,取自:https://www.bnext.com.tw/article/46182/lego-house-built-by-giant-lego-will-open-in-september
Timothy Bulter(2017年3月)。聘用創業型領導人。哈佛商業評論,取自:https://www.hbrtaiwan.com/article/16716/hiring-an-entrepreneurial-leader
Vira Duan(2023年12月20日)。開放式玩具是什麼?專注力、意志力、想像力一次培養的10種開放式遊戲大公開!【2024年版】。玩具腦,取自:https://tw.toybrains.com/blog/open-ended-toys
Wayne(2024年4月15日)。樂高集團新形象,由Interbrand和In-house共同打造。LEGO NEWS,取自:https://www.logonews.cn/new-identity-for-lego-group-by-interbrand-and-in-house.html

英文網站:
360iResearch™ (2024, March). Global Toys & Games Market by Product (Dolls, Electronic Games, Games & Puzzles), Type (Owned, Rented), Age Group, Distribution Channel - Forecast 2024-2030. Research and Market, retrieved from: https://www.researchandmarkets.com/reports/5715909/global-toys-and-games-market-by-product-dolls
Azoth Analytics (2023, June). Global Toy Market Factbook (2023 Edition): Analysis By Product Type, By Age, Distribution Channel, By Region, By Country: Market Insights and Forecast (2018-2028). Research and Market, retrieved from: https://www.researchandmarkets.com/reports/5807569/global-toy-market-factbook-edition-analysis
BANDAI NAMCO (no date). Our Business. BANDAI NAMCO Official Website, retrieved from: https://www.bandainamco.co.jp/en/index.html
Bill Loguidice (2008, May 8). A History of Gaming Platforms: Mattel Intellivision. Game Developer, retrieved from: https://www.gamedeveloper.com/game-platforms/a-history-of-gaming-platforms-mattel-intellivision
DQ Institute (no date). DQ Institute collaborates with the LEGO Group to Launch its Digital Citizenship Program. DQ Institute Official Website, retrieved from: https://live.dqinstitute.org/press-release/dq-institute-helps-lego-launch-their-digital-citizenship-program-powered-by-dq/
DQ Institute (no date). Vision and Mission. DQ Institute Official Website, retrieved from: https://www.dqinstitute.org/about/
DQ Institute (no date). What is the DQ Framework? DQ Institute Official Website, retrieved from: https://www.dqinstitute.org/global-standards/
Global Market Insight (no date). Kids Toys Market. Global Market Insight, retrieved from: https://www.gminsights.com/industry-analysis/kids-toys-market
Good Seller (2021, May 11). The Future Development Trend of Electronic Toys. Good Seller, retrieved from: https://www.goodsellerhome.com/the-future-development-trend-of-electronic-toys.html
Google Patents (1958). Toy building brick (US3005282). Google Patents, retrieved from: https://patents.google.com/patent/US3005282
Grand View Research (2024). Smart Toys Market Size, Share & Trend Analysis Report. Grand View Research, retrieved from: https://www.grandviewresearch.com/industry-analysis/smart-toys-market-report
Greg Daugherty (2022, November 3). How Toys Changed After World War II. History, retrieved from: https://www.history.com/news/toys-postwar-baby-boom-plastics
Hasbro (no date). About Hasbro. Hasbro Official Website, retrieved from: https://corporate.hasbro.com/en-us
IMARC Group (2024, April). Global Toys Market Report by Type, Age Group, Sales Channel, and Region 2024-2032. Research and Market, retrieved from: https://www.researchandmarkets.com/report/toys
IMARC Group (2024, March). Toys and Games Market Report by Product Type, Distribution Channel, and Region 2024-2032. Research and Market, retrieved from: https://www.researchandmarkets.com/reports/5946929/toys-games-market-report-product-type
Interbrand (2024, March 18). Building beyond the bricks: The LEGO Group launches its first full set of design elements to evolve its brand identity. Interbrand, retrieved from: https://interbrand.com/newsroom/building-beyond-the-bricks-the-lego-group/
Jason Aten (2023, September 19). After 91 Years, Lego Rolled Out Something Its Most Loyal Fans Can Appreciate. It's a Stroke of Genius. Inc., retrieved from: https://www.inc.com/jason-aten/after-91-years-lego-rolled-out-something-its-most-loyal-fans-can-appreciate-its-a-stroke-of-genius.html
Jeremy Parish (2018, October 31). The story of NEMO, Hasbro’s console that never was. Polygon, retrieved from: https://www.polygon.com/features/2018/10/31/17997106/nemo-hasbro-vhs-console-mark-turmell
Kirkbi (no date). BUILDING A SUSTAINABLE FUTURE FOR THE FAMILY OWNERSHIP OF THE LEGO® BRAND THROUGH GENERATIONS. Kirkbi, retrieved from: https://www.kirkbi.com/
Lego Factory (no date). Lego Factory. Business Model Navigaotr, retrieved from: https://businessmodelnavigator.com/case-firm?id=56
LEGO® (2016, December 6). LEGO Group Unveils First Fully Integrated Digital-to-Physical Gaming Experience. LEGO® News, retrieved from: https://www.prnewswire.com/news-releases/lego-group-unveils-first-fully-integrated-digital-to-physical-gaming-experience-130773773.html
LEGO® (2020, July 20). The LEGO Group launches new initiative to help parents talk to their kids about online safety and digital citizenship. LEGO® Official Website, retrieved from: https://www.lego.com/en-us/aboutus/news/2020/july/build-and-talk
LEGO® (2021, February 9). THE LEGO GROUP PARTNERS WITH THE DQ INSTITUTE TO EMPOWER CHILDREN TO BECOME RESPONSIBLE DIGITAL CITIZENS. LEGO® News, retrieved from: https://www.lego.com/en-us/aboutus/news/2021/february/dqi-partnership
LEGO® (2021, June 23). The LEGO Group reveals first prototype LEGO® brick made from recycled plastic. LEGO® Official Website, retrieved from: https://www.lego.com/en-us/aboutus/news/2021/june/prototype-lego-brick-recycled-plastic
LEGO® (2024, March 12). The LEGO Group delivered topline growth and outpaced the market in 2023. LEGO® Official Website, retrieved from: https://www.lego.com/en-at/aboutus/news/2024/march/lego-delivered-topline-growth-and-outpaced-market-in-2023
LEGO® (no date). Building family bonds. LEGO® Official Website, retrieved from: https://www.lego.com/en-us/sustainability/people/parental-leave
LEGO® (no date). Diverse and inclusive workplace. LEGO® Official Website, retrieved from: https://www.lego.com/en-us/sustainability/people/diversity-and-inclusion
LEGO® (no date). Joining forces with UNICEF. LEGO® Official Website, retrieved from: https://www.lego.com/zh-tw/sustainability/children/unicef-partnership
LEGO® (no date). LEGO® Attractions. LEGO® Official Website, retrieved from: https://www.lego.com/en-us/attractions#bltc44e225f2ecac541
LEGO® (no date). Mass Balance. LEGO® Official Website, retrieved from: https://www.lego.com/en-us/sustainability/mass-balance
LEGO® (no date). Replay. LEGO® Official Website, retrieved from: https://www.lego.com/zh-tw/sustainability/environment/replay
LEGO® (no date). Responsible Business Principles. LEGO® Official Website, retrieved from: https://www.lego.com/en-us/sustainability/people/responsible-business-principles
LEGO® (no date). Sustainable Materials. LEGO® Official Website, retrieved from: https://www.lego.com/zh-tw/sustainability/environment/sustainable-materials
LEGO® (no date). Sustainable Packaging. LEGO® Official Website, retrieved from: https://www.lego.com/zh-tw/sustainability/environment/sustainable-packaging
LEGO® Education (no date). LEGO® Education inspires learning you can build on. LEGO® Education Official Website, retrieved from: https://education.lego.com/en-us/
LEGO® Education (no date). Welcome to our Teacher Resources. LEGO® Education Official Website, retrieved from: https://education.lego.com/en-us/teach/
Marketing Mag(2015)。Innovation insights from Lego Future Lab。Marketing Mag, retrieved from: https://www.marketingmag.com.au/tech-data/innovation-insights-from-lego-future-lab/
Mattel (no date). Sustainable Product and Packaging. Mattel Official Website, retrieved from: https://corporate.mattel.com/sustainable-product-and-packaging
Mattel (no date). Who We Are. Mattel Official Website, retrieved from: https://corporate.mattel.com/about-us
MGA Entertainment (no date). ABOUT US. MGA Entertainment Official Website, retrieved from: https://www.mgae.com/about
Mirage News (2023, June 26). The Future of Toys: A World Beyond Plastic. Mirage News, retrieved from: https://www.miragenews.com/the-future-of-toys-a-world-beyond-plastic-1033702/
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dc.identifier.urihttp://tdr.lib.ntu.edu.tw/jspui/handle/123456789/97351-
dc.description.abstract隨著數位科技興起,不論是電子遊戲或科技在傳統玩具上的應用,都改變了整個玩具產業的競爭態勢。本研究以個案分析深入探討樂高集團的企業發展,分析樂高集團如何在成立至今的92年間不斷透過策略調整適應外部環境變化,並讓規模持續成長,於2015年成為玩具產業品牌龍頭。
本研究將樂高集團發展歷程分為四個時期,分別為產品主導時期(1932-1992)、多元創新時期(1993-2003)、聚焦成長時期(2004-2016)與生態建構時期(2017-至今)。第一階段樂高集團以咬合機制專利與樂高®玩樂系統讓樂高®積木在市場中佔有龐大的份額,並透過國際擴張策略跨出丹麥,成為一間全球玩具製造商。1993年,隨著專利到期與電子遊戲開始佔據孩童們的玩樂時間,樂高集團的雙位數營收成長中斷,為了挽救財務狀況展開一系列多元創新策略,反倒讓樂高集團逼近破產邊緣。這個時期的失敗因素主要來自於長久成功經驗釀成的慣性阻礙,包含不願承認威脅的認知慣性、讓企業陷入慣常的思維模式的行動慣性與因恐懼而過度反應的心理慣性。2004年,樂高集團首次找來了非家族成員擔任執行長,透過建立轉型策略、調校組織架構與流程、重塑創新文化等措施讓樂高集團重回成長軌道。隨著玩具產業加速衰退,2017年樂高集團再次面對營收與獲利下滑的危機,這次樂高集團快速進行應變,以在地化、數位化、永續發展為三大重點,與價值網中不同成員發展出既競爭又合作的關係,各自發揮所長之處創造價值。
統整樂高集團各階段的商業模式調整,本研究歸納出樂高集團的轉型成功關鍵包含釐清企業的價值所在,掌握優劣勢並做出取捨,以及從一間封閉的企業轉為擁抱開放式創新文化,與不同的合作夥伴共創價值。而能夠不斷透過策略調整實現自我成長的關鍵則是透過核心能力與資源的移轉發展新事業,以及與生態系合作夥伴的競合互動思維,衍生出生態系的防禦策略。
zh_TW
dc.description.abstractWith the rise of digital technology, the application of electronic games and technology in traditional toys has altered the competitive landscape of the entire toy industry. This study, through a case analysis, examines the corporate development of the LEGO Group, analyzing how the LEGO Group has continuously adapted to changes in the external environment through strategic adjustments over its 92-year history. This adaptability has enabled the LEGO Group to achieve sustained growth, ultimately becoming the leading brand in the toy industry by 2015.
This research divides the LEGO Group's development into four periods: the Product-Driven Period (1932-1992), the Diversified Innovation Period (1993-2003), the Focus and Growth Period (2004-2016), and the Ecosystem Construction Period (2017-present). During the first phase, the LEGO Group secured a large market share with its patent and the LEGO® system in play, expanding internationally and becoming a global toy manufacturer. In 1993, as patents expired and electronic games began to dominate children's playtime, the LEGO Group's double-digit revenue growth halted. In response, the LEGO Group implemented a series of diversified innovation strategies to salvage its financial situation, but these efforts nearly led to bankruptcy. The failure during this period was primarily due to inertia from long-term success, including cognitive inertia (unwillingness to acknowledge threats), action inertia (entrapment in habitual thinking), and psychological inertia (overreaction due to fear). In 2004, the LEGO Group appointed its first non-family CEO, who established a transformation strategy, realigned organizational structures and processes, and reshaped the innovation culture, steering the company back onto a growth trajectory. As the toy industry continued to decline, the LEGO Group faced another crisis in 2017 with decreasing revenue and profits. This time, the LEGO Group swiftly responded by focusing on localization, digitalization, and sustainable development, forming competitive yet collaborative relationships with different members of its value network, each contributing their strengths to create value.
By synthesizing the business model adjustments at each stage of the LEGO Group's development, this study identifies the key factors for the LEGO Group's successful transformations: clarifying the company's value proposition, recognizing and leveraging strengths and weaknesses, and evolving from a closed enterprise to one that embraces an open innovation culture and co-creates value with diverse partners. The ability to achieve continuous growth through strategic adjustments hinges on leveraging core competencies and resources to develop new businesses and adopting a coopetition mindset with ecosystem partners, resulting in a defensive strategy for the ecosystem.
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dc.description.tableofcontents口試委員會審定書 i
誌謝 ii
中文摘要 iii
ABSTRACT iv
目 次 vi
圖 次 viii
表 次 xi
第一章 緒論 1
第一節 研究背景與動機 1
第二節 研究目的 2
第三節 研究方法與流程 2
第二章 文獻探討 4
第一節 商業模式 4
第二節 安索夫矩陣 5
第三節 企業轉型與組織慣性 6
第四節 產業與生態系顛覆 9
第五節 競合策略與價值網 11
第三章 產業概況與分析 14
第一節 玩具產業概況 14
第二節 玩具產業趨勢分析 20
第四章 個案介紹 23
第一節 樂高集團 23
第二節 產品主導時期(1932-1992) 36
第三節 多元創新時期(1993-2003) 38
第四節 聚焦成長時期(2004-2016) 43
第五節 生態建構時期(2017-至今) 52
第五章 個案分析 61
第一節 產品主導時期的核心能耐 62
第二節 多元創新時期的成長阻礙 66
第三節 聚焦成長時期的成功關鍵 71
第四節 生態建構時期的競合關係 78
第五節 生態系競爭策略 87
第六節 未來發展 92
第六章 結論與研究建議 96
第一節 結論 96
第二節 研究建議 99
參考文獻 103
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dc.language.isozh_TW-
dc.title企業轉型與生態系策略分析:以樂高集團為例zh_TW
dc.titleBusiness Transformation and Ecosystem Strategy: A Case Study of The LEGO Groupen
dc.typeThesis-
dc.date.schoolyear113-2-
dc.description.degree碩士-
dc.contributor.coadvisor陸洛zh_TW
dc.contributor.coadvisorLou Luen
dc.contributor.oralexamcommittee余峻瑜;曾智揚zh_TW
dc.contributor.oralexamcommitteeJiun-Yu Yu;Chih-Yang Tsengen
dc.subject.keyword樂高集團,組織慣性,企業轉型,競合策略,商業生態系,zh_TW
dc.subject.keywordthe LEGO Group,organizational inertia,business transformation,coopetition strategy,business ecosystem,en
dc.relation.page114-
dc.identifier.doi10.6342/NTU202403536-
dc.rights.note同意授權(全球公開)-
dc.date.accepted2025-02-21-
dc.contributor.author-college管理學院-
dc.contributor.author-dept商學研究所-
dc.date.embargo-lift2025-05-08-
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