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  1. NTU Theses and Dissertations Repository
  2. 管理學院
  3. 國際企業學系
請用此 Handle URI 來引用此文件: http://tdr.lib.ntu.edu.tw/jspui/handle/123456789/97968
完整後設資料紀錄
DC 欄位值語言
dc.contributor.advisor陳瑀屏zh_TW
dc.contributor.advisorYu-Ping Chenen
dc.contributor.author余承翰zh_TW
dc.contributor.authorCheng-Han Yuen
dc.date.accessioned2025-07-23T16:17:11Z-
dc.date.available2025-07-24-
dc.date.copyright2025-07-23-
dc.date.issued2025-
dc.date.submitted2025-07-17-
dc.identifier.citation中文部分
盛方揚(Fang Yang Sheng). (2017). 遊戲主機平台廠商之競合策略研究 [An explorative study on the co opetition strategies of game console platform providers] (碩士論文, 國立臺灣大學國際企業學研究所). 國立臺灣大學。

英文部分
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Cennamo, C. (2019). Competing in digital markets: A platform-based perspective. Academy of Management Perspectives, 33(2), 234–254.
Cohen, M. C., & Zhang, R. (2021). Competition and coopetition for two-sided platforms. Production and Operations Management, 30(4), 1019–1036.
Eisenmann, T., Parker, G., & Van Alstyne, M. W. (2006). Strategies for two-sided markets. Harvard Business Review, 84(10), 92–101.
Evans, D. S., & Schmalensee, R. (2016). Matchmakers: The new economics of multisided platforms. Harvard Business Review Press.
Gawer, A., & Cusumano, M. A. (2002). Platform leadership: How Intel, Microsoft, and Cisco drive industry innovation. Harvard Business School Press.
Hagiu, A. (2014, Winter). Strategic decisions for multisided platforms. MIT Sloan Management Review, 55(2), 71–80.
Heese, J., & Pacelli, J. (2023, January 30). Call of fiduciary duty: Microsoft acquires Activision Blizzard (Harvard Business School Case No. 123 710; rev. January 24, 2024). Harvard Business School Publishing.
Katz, M. L., & Shapiro, C. (1994). Systems competition and network effects. Journal of Economic Perspectives, 8(2), 93–115.
Katz, M. L., & Shapiro, C. (1994). Systems competition and network effects. Journal of Economic Perspectives, 8(2), 93–115.
Kifer, A., & Prince, J. T. (2023). Conflicts of interest and platforms. SSRN Electronic Journal.
Lee, R. S. (2011). Home videogame platforms. In P. McDonald & J. Wasko (Eds.), A companion to media industries (pp. 22–33). Wiley-Blackwell.
McIntyre, D. P., & Srinivasan, A. (2017). Networks, platforms, and strategy: Emerging views and next steps. Strategic Management Journal, 38(1), 141–160.
Normann, R., & Ramirez, R. (1993). From value chain to value constellation: Designing interactive strategy. Harvard Business Review, 71(4), 65–77.
Ondrus, J., Gannamaneni, A., & Lyytinen, K. (2015). The impact of openness on the market potential of multi-sided platforms: A case study of mobile payment platforms. Journal of Information Technology, 30(3), 260–275.
Parker, G. G., & Van Alstyne, M. W. (2014). Platform strategy. In M. Augier & D. J. Teece (Eds.), The Palgrave Encyclopedia of Strategic Management (pp. 1–6). Palgrave Macmillan.
Parker, G. G., Van Alstyne, M. W., & Choudary, S. P. (2016). Platform revolution: How networked markets are transforming the economy and how to make them work for you. W. W. Norton & Company.
Pica, D. (2019). The game is changing: Business model and value network innovation in the video game industry [Master’s thesis, LUISS Guido Carli University]. LUISS Theses Archive.
Porter, M. E. (1985). Competitive advantage: Creating and sustaining superior performance. Free Press.
Rochet, J.-C., & Tirole, J. (2003). Platform competition in two-sided markets. Journal of the European Economic Association, 1(4), 990–1029.
Sun, M., & Tse, E. (2007). When does the winner take all in two sided markets? Review of Network Economics, 6(1), 16–40.
網路資料
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Corden, J. (2024, October 21). Xbox Series X|S digital sales hit 91 percent — but don’t leave disc-based gamers behind. Windows Central. https://www.windowscentral.com/gaming/xbox/xbox-series-x-s-digital-sales-hit-91-per-cent-but-dont-leave-disc-based-gamers-behind
Crichton Stuart, E. (2024, December 11). Gamers play across multiple platforms. GAM3S.GG.https://gam3s.gg/news/gamers-play-across-multiple-platforms/
GamesIndustry.biz. (2020, December 22). GamesIndustry.biz presents… The Year in Numbers 2020. https://www.gamesindustry.biz/gamesindustry-biz-presents-the-year-in-numbers-2020
Gardner, M. (2021, October 15). Goodbye console wars? Dual PlayStation and Xbox ownership is booming. Forbes. https://www.forbes.com/sites/mattgardner1/2021/10/15/goodbye-console-wars-dual-playstation-and-xbox-ownership-is-booming/
Harding-Rolls, P. (2024, July 10). Game Pass changes focus on profitability as Microsoft gets ready for day one Call of Duty. Ampere Analysis. https://www.ampereanalysis.com/insight/game-pass-changes-focus-on-profitability-as-microsoft-gets-ready-for-day-one-call-of-du
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Warren, T. (2024, February 16). Xbox Game Pass has 34 million subscribers. The Verge. https://www.theverge.com/2024/2/15/23570040/microsoft-xbox-game-pass-subscriber-numbers-34-million
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dc.identifier.urihttp://tdr.lib.ntu.edu.tw/jspui/handle/123456789/97968-
dc.description.abstract本研究以家用遊戲主機市場為對象,探討市場中三大廠商索尼、微軟與任天堂於第九世代競爭中的策略佈局與市場定位,並回應數位平台經濟下主機產業未出現贏者全拿,反而長期維持三強寡占結構的現象。研究透過遊戲產業六層級價值架構與PARTS模型進行理論分析,結合財報資料、官方資訊與媒體報導,對三家廠商的內容策略、訂閱制度、平台範疇與參與者互動進行比較,描繪出現代遊戲主機平台的競爭邏輯與差異化特徵。
研究結果指出,三大主機平台在各價值層級皆有足夠深入的參與,並各自採取差異化定位以維持市場區隔:索尼以大型限時獨占內容建構平台識別,搭配封閉制度強化品牌忠誠與用戶黏著;微軟以訂閱制度為核心,整合PC與雲端裝置,建立以規模與跨裝置為導向的開放平台;任天堂依賴自有IP與創意玩法,專注全年齡與休閒市場,形成穩定的玩家群體。索尼與微軟競爭高度重疊,與任天堂則維持共存格局。三家皆透過內容獨占策略強化玩家綁定,並逐步由裝置銷售導向數位服務為核心的營運模式轉型。
本研究說明家用遊戲主機市場並非典型平台產業中的單一主導格局,而是透過制度設計與策略選擇形塑出長期穩定共存的競爭態勢,突顯差異化策略在高網路效應市場中的價值。
zh_TW
dc.description.abstractThis study analyzes the strategic positioning of Sony, Microsoft, and Nintendo in the ninth generation of the home video game console market. Unlike many digital platform industries that exhibit winner-take-all dynamics, this market has sustained a stable triopoly. Using the six-layer value framework and the PARTS model, the research compares the firms’ approaches to content strategy, subscription services, platform scope, and stakeholder engagement.
Findings show that all three companies participate deeply across value layers while adopting differentiated strategies. Sony builds platform identity through large-scale exclusives and a closed system; Microsoft focuses on scale and cross-device access via its subscription-based ecosystem; Nintendo relies on proprietary IPs and casual gameplay to reach a broad audience. Sony and Microsoft operate in overlapping competitive domains, while Nintendo maintains coexistence through distinct positioning.
The study argues that strategic differentiation and institutional design, rather than pure scale, explain the enduring coexistence of the three platforms in a market with strong network effects.
en
dc.description.provenanceSubmitted by admin ntu (admin@lib.ntu.edu.tw) on 2025-07-23T16:17:11Z
No. of bitstreams: 0
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dc.description.provenanceMade available in DSpace on 2025-07-23T16:17:11Z (GMT). No. of bitstreams: 0en
dc.description.tableofcontents摘要 i
Abstract ii
目次 iii
圖次 v
表次 vi
第一章 緒論 1
第一節 研究背景與動機 1
第二節 研究問題與目的 1
第三節 研究範圍與方法 2
第二章 文獻探討 4
第一節 平台經濟 4
第二節 平台競爭 13
第三節 遊戲產業價值結構與競爭分析 19
第三章 產業分析 22
第一節 家用遊戲主機市場概述 22
第二節 產業結構分析 26
第四章 策略實證分析 37
第一節 分析方法與架構 37
第二節 索尼PS5主機策略分析 38
第三節 微軟XBOX SERIES X|S主機策略分析 46
第四節 任天堂SWITCH主機策略分析 55
第五節 三大廠商比較分析 63
第五章 研究結論與未來市場預測 71
第一節 研究結論 71
第二節 未來市場預測 75
第三節 未來研究建議 76
參考文獻 77
附錄 82
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dc.language.isozh_TW-
dc.subject家用遊戲主機zh_TW
dc.subject訂閱制度zh_TW
dc.subject內容獨占zh_TW
dc.subject差異化競爭zh_TW
dc.subject數位平台經濟zh_TW
dc.subject家用遊戲主機zh_TW
dc.subject訂閱制度zh_TW
dc.subject內容獨占zh_TW
dc.subject差異化競爭zh_TW
dc.subject數位平台經濟zh_TW
dc.subjectHome video game consolesen
dc.subjectSubscription modelsen
dc.subjectHome video game consolesen
dc.subjectDigital platform economyen
dc.subjectDifferentiated competitionen
dc.subjectConsole exclusivityen
dc.subjectSubscription modelsen
dc.subjectConsole exclusivityen
dc.subjectDifferentiated competitionen
dc.subjectDigital platform economyen
dc.title家用遊戲主機市場競爭策略分析: 索尼、微軟與任天堂zh_TW
dc.titleCompetitive Strategy Analysis in the Home Video Game Console Market: Sony, Microsoft, and Nintendoen
dc.typeThesis-
dc.date.schoolyear113-2-
dc.description.degree碩士-
dc.contributor.oralexamcommittee陳聿宏;陳俊廷zh_TW
dc.contributor.oralexamcommitteeYu-Hung Chen;Chun-Ting Chenen
dc.subject.keyword家用遊戲主機,數位平台經濟,差異化競爭,內容獨占,訂閱制度,zh_TW
dc.subject.keywordHome video game consoles,Digital platform economy,Differentiated competition,Console exclusivity,Subscription models,en
dc.relation.page107-
dc.identifier.doi10.6342/NTU202502019-
dc.rights.note未授權-
dc.date.accepted2025-07-18-
dc.contributor.author-college管理學院-
dc.contributor.author-dept國際企業學系-
dc.date.embargo-liftN/A-
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