國家及區域創新系統經常被認為是產業創新的關鍵因素。但是本文透過問卷調查與網絡矩陣分析方法發現以下結論:以數位遊戲產業為例,在國家創新系統下,廠商會基於技術、知識、網絡角色理由,透過網絡形成不同的集結。而不論是技術或知識的網絡,具有官方色彩的機構經常處於網絡的核心位置,並扮演轉化與仲介的關鍵角色。其次依據連結對象而言,本文發現知識網絡集結情形比技術網絡,其成員間具有近似的社會結構關係,例如大專院校彼此之間存在許多重複連結對象。最後,台灣數位遊戲產業的主要集結擁有組成份子近似性低、異質性高的特徵,甚至包含國外公司與電信業者;如此看來,相較於創新系統論述,這類網絡集結對於數位遊戲產業的創新,才是更重要的因素。
Usually the NIS and RIS are both considered the key factors about industrial innovation. But this thesis applies the method of survey and network matrix analysis to find the major conclusions which are as follows: Illustrated by Digital Games Industry, their firms would make up some cliques via networks from the NIS and RIS, because of some reasons above technology, knowledge, and their roles in the former networks. Regardless of technology or knowledge networks, those organizations that have government are always located in the cores of these networks and play the key roles of transferors and brokers. The second, depending on those linked objects, this thesis finds that the actors in knowledge networks are more similar social structure than them in technology networks, for example there are many same repeating objects among colleges. Finally, the major Cliques of technology or knowledge networks have some characteristics of low similarity and high complexity in combination even including foreign and Telecom firms. In the way, these Cliques are the more important factors about innovation than those Innovation Systems in the Digital Games Industry.