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FDI投資成立研發中心對企業創新能力之影響-以臺灣業者投資中國大陸線上遊戲產業為例

The Impacts of Establishing R&D Center by Taiwan's Investment in Mainland China on Business Investment in Capability - A Case Study of Online Game Industry

摘要


「數位內容」(Digital Contents)是當今全球矚目的高科技產業,而中國大陸的市場充滿商機;但由於研發能力匱乏資源貧瘠,亟需藉助海外直接投資的環境。臺灣業者於中國大陸投資成立研發中心,經由兩岸三地的研發團隊採水平與垂直分工模式,共同合作研發,既可提升新產品的質與量,又能獲得更多智慧財產權的保護。此外,業者若能完全掌握行銷通路的經營與管理,更可增加內容產業的經營績效。本研究以個案研究法,探討以研發為首的臺灣線上遊戲者,赴中國大陸直接投資情形以及其對企業創新能力與經營績效的影響。

並列摘要


In the 21st century, digital contents which is one of the most important high-tech industries in the world is a contemporary and considerable market which has potential and boundless business opportunities in Mainland China. Online game is especially the most significant one recently, growing quickly to trigger and enhance the development of game industry. However, Mainland China's inefficient research capabilities and insufficient resources have required via foreign direct investment to improve research and development in the high-tech industries. Online game industry is a substantial and required market in China. Taiwanese online game companies invest to establish research and development center to collaborate in which both vertical and horizontal division by research teams across the Taiwan Strait raising research quality and quantity of new products and protect intangible assets, taking more and more intellectual property rights. Furthermore, game companies dominate authority of market channels in management and businesses totally are the principal avenues to promote growth of market business performance in the game industry. In this case study, exploring the findings portray a very important lesson for online game companies that have R&D mainly invest to eastablish research and development center directly, produce better business innovative capabilities and perform well market advantages.

參考文獻


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被引用紀錄


楊仲豪(2011)。台商赴大陸投資與台灣總體經濟之動態關係研究〔碩士論文,淡江大學〕。華藝線上圖書館。https://doi.org/10.6846/TKU.2011.00324
連毅昇(2015)。董監事暨重要職員責任險及多角化對企業創新能力之影響〔碩士論文,國立臺中科技大學〕。華藝線上圖書館。https://doi.org/10.6826/NUTC.2015.00004
蔡慶同(2005)。「創意」如何成為「商品」:論台灣動畫及遊戲產業的文化、工業與創新〔博士論文,國立臺灣大學〕。華藝線上圖書館。https://doi.org/10.6342/NTU.2005.01920

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