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  • 學位論文

探討社會心理與科技趨勢對經營模式的影響:以電競產業為例

Socio-Psychological and Technological Trend’s Impact on Business Models in Video Game Industry

指導教授 : 楊斯琴

摘要


儘管事實上整個遊戲產業的歷史都沒有超過50年的歷史,但在相對較短的時間內,已經形成了幾個總體發展階段,每個階段都有自己的範例。遊戲公司成功地經歷了危機和革命性的創新,在兩種情況下都迫使整個行業重新考慮其對業務的看法,從而需要進行根本性的轉變。變化在所有方面都得到體現:內部環境的結構,市場細分,營銷政策,企業道德,與社區的互動,遊戲設計的方法,當然,這也深刻地反映在業務模型的設計中。 每個開發階段都將具體介紹其當時典型的獨特業務模型。但是,這項工作的目的是強調轉換的關鍵轉折點,而不考慮特定模型的有效性或缺點。

並列摘要


Abstract: Despite the fact that the entire history of game industry does not cover more than 50 years old, in such a relatively short period of time several stages of general development have been formed, each with its own paradigm. The game companies managed to go through a crisis and revolutionary innovations, in both cases forcing the entire industry to reconsider its views on doing business entailing radical transformations. Changes were manifested in everything: the structuring of the internal environment, market segmentation, marketing policies, corporate ethics, interaction with the community, the approach to game design, and naturally this was also drastically reflected in the designing of the business model. Each period of development presents its peculiar business models typical for that time concretely. However, the aim of this work is to highlight the key turning points of the transformations and will not consider the effectiveness or shortcomings of a particular model.

參考文獻


References
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3. Baker, T., 2018. The Complete History of Indie Games
4. Besombes, N., 2018. E-Sports Timeline. [image] Available at: [Accessed 19 March 2020].

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