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  • 學位論文

能源耗用對台灣數位遊戲產業經營績效影響之研究-資料包絡分析法的應用

The Impact of Energy Consumption on Managerial Performance of Game Industry in Taiwan-Application of DEA

指導教授 : 張四立
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摘要


近年來,台灣的數位遊戲產業蓬勃發展,並在全球性的金融風暴下逆勢成長,帶動了數位內容相關的產業價值,但在這亮麗的外表之下,卻藏著兩個隱憂;第一,在高度成長的產值下,是否也會造成能源耗用量的大幅增加?第二,在高能源價格下,是否會影響到整體產業的發展?基於這兩項因素,本研究希望從能源的角度去探討遊戲產業經營績效,並以資料包絡分析法找到能源與該產業的關連性。 本研究收集13家上市櫃遊戲公司於2008及2009年的營運資料,利用DEA的CCR及BCC模型,求得兩個年度的技術效率、純技術效率、規模效率與規模報酬狀態,並輔以Malmquist生產力指數分析跨期效率之變化,再經由差額變量及敏感度分析來探討能源耗用與經營績效之關連性。研究結果顯示,這兩個年度的整體效率差不多,廠商之純技術效率普遍較佳,大部分的廠商都處於規模報酬遞增的狀態;而由敏感度分析得到能源耗用對於遊戲產業之影響程度並不顯著,若能源價格提昇,對於該產業的發展應該有正面的助益。

並列摘要


In recent years, game industry was flourished in Taiwan, and grew despite current trends for global financial meltdown. It also produced the value chain of digital content industry. But under this sharp semblance has actually hidden two concealed worries. First, in the case of high growth output value, could it cause a sharp increase in energy consumption? Second, in the case of high energy price, could it cause the development of game industry? Base on the above two factors, we want to find the relation between game industry and energy through data envelopment analysis, and hope to find the perspective from energy performance of game industry. In this research, we collected 13 listed game companies operating data in 2008 and 2009, and try to calculate technical efficiency, pure technical efficiency, scale efficiency and returns to scale through DEA-CCR and DEA-BCC mode. Then we use Malmquist productivity index to analyze intertemporal changes in efficiency, using slack variable analysis and sensitivity analysis to find the relation between energy consumption and managerial performance. The finding shows that the overrall efficiency of two years are equivalent, the pure technical efficiency of game companies are general better, and almost all companies are in a state of increasing returns to scale. Energy consumption and the game industry does not significantly influence through sensitivity analysis. If energy prices increase, the development of game industry should have a positive benefit.

參考文獻


8.拓墣產業研究所,2009,《全球遊戲產業概況報導》,拓墣產業研究所。
12.陳俊元,2007,《遊戲產業獲利因素之實證分析》,國立政治大學經濟學研究所,碩士論文。
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被引用紀錄


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葉威宏(2010)。河岸水質現地處理設施環境管理績效評估-資料包絡分析法之應用〔碩士論文,國立臺北大學〕。華藝線上圖書館。https://www.airitilibrary.com/Article/Detail?DocID=U0023-1002201116283700
夏國釗(2011)。台灣政府機關能源效率分析-非意欲因素模型之應用〔碩士論文,國立臺北科技大學〕。華藝線上圖書館。https://www.airitilibrary.com/Article/Detail?DocID=U0006-2706201114371400
周玉娟(2011)。揮發性有機物空污費的減量效率評估-以印刷業為例〔碩士論文,國立臺北大學〕。華藝線上圖書館。https://www.airitilibrary.com/Article/Detail?DocID=U0023-1708201116391500

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