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  • 學位論文

論電子支付機構對我國線上遊戲產業之發展影響與願景

The study on the influence and vision of the Electronic Payment Institutions from the online game industry in Taiwan

指導教授 : 林宜男

摘要


2016年台灣遊戲玩家達到813萬人口,台灣遊戲產業產值快速擴大。然而台灣市場表面熱絡,大多數卻為海外代理遊戲,代理過剩,而人才短缺、量大於質的培育方式,也讓國內自製遊比例下滑,使得遊戲產業面臨競爭日益激烈、獲利空間逐漸縮小的困境。業者為鞏固本業,另一方面也必須面臨轉型,促使多角化經營的型態形成。遊戲業者倚靠著眾多的遊戲會員與遊戲平台,加上擁有金流通路的發展經驗,在推動電子支付市場時,相較其他業者更具優勢,因此積極投入電子支付機構市場。 在中國大陸,只要非銀行業者經營支付系統,通稱為第三方支付。然而台灣因為監管及法令關係,將第三方支付、電子支付機構、電子票證分成三個不同的體系。本論文採用質化研究方法,同時,利用個案研討之方式,設計問卷並進行實地訪談,以增加本論文之實用性。研究目的分為三項,第一為探討第三方支付與電子支付機構之差異,第二為了解台灣遊戲業主為何選擇發展第三方支付,第三為討論遊戲公司經營電子支付機構之現況。

並列摘要


In 2016, the game player reached 8.13 million people in Taiwan, the on-line game output value rapidly increase. However, the market seems promise well but it actually facing increasingly fierce competition and profit gradually narrowed. To establish their market, they do everything in its power to stimulate enterprise diversification. With the advantages of numerous game members and the experience of operating Money flow, the on-line game operators active investing The Electronic Payment Institutions. In china, the non-bank financial institutions operate payment system, are generally called Third-Party Payment. However, due to the regulations in Taiwan, divided Third-Party Payment, The Electronic Payment Institutions, The Electronic Stored Value Cards into three different systems. The paper adopted qualitative research methods and design questionnaires and conduct field interviews to increase practicality of the paper. The purpose of the study is divided into three points, the first is to discuss the difference between The third-party payment and the The Electronic Payment Institutions, the second is to investigate why the Taiwan on-line game companies choose to develop The Electronic Payment Institution, the third is to find out the current situation in The Electronic Payment Institutions market in Taiwan.

參考文獻


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