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  • 學位論文

辨識任天堂核心技術能力與技術類別的交互影響分析:以專利分析的觀點

Identifying Interactions between Technology Areas and Core Technology Competencies for Nitendo’s Company from the View of the Patent Analysis

指導教授 : 吳曉君
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摘要


隨著數位科技的進步與軟體設計能力的提升,多元化的電玩遊戲已成為社會大眾休閒娛樂主要來源之一。本研究旨透過專利分析探討日本任天堂的核心技術,並瞭解電玩產業技術間的交互影響。 本研透過利用核心技術分析,以及交互影響分析兩種方法分析日本任天堂株式會社在美國專利技商標局(USPTO)申請核准的442筆專利,將其分成四組,分別是1.連接器結構、2.攜帶式電子遊戲機開發製程與電子遊戲機控制器結構、3.連接插頭結構、4.卡帶式儲存媒體,分別與任天堂產品有密切關係。以及由交互影響分析來看出,任天堂在技術中以UPC類別D14(錄音,通訊或資訊檢索設備)與D21(遊戲,玩具和體育用品)的互相影響關係最為密切。最後本研究進行核心專利的覆蓋率以及核心技術能力與UPC分類號的關聯性討論。 關鍵詞: 任天堂、專利、核心技術分析、交互影響分析

並列摘要


As digital technology makes progress while software design capacity is enhanced, diversified video games have become one of the main sources of leisure and recreation for the social public. Through Patent Analysis, this study is to explore Japanese Nintendo’s core technology, and understand the cross-impact among the technologies in the game industry. In this study, the two methods-Core Technology Analysis and Cross-Impact Analysis-are utilized, to analyze the 422 patents that Nintendo Co., Ltd. had applied for approval of United States Patent and Trademark Office (USPTO). Such patents are divided into four groups, which are respectively: 1. Structure of connector; 2. The development and manufacturing process of portable video game console, and the structure of video game console controller; 3. Structure of connecting plug; 4. Cassette storage medium. All of them have close relations with Nintendo’s products. Also, judged from Cross-Impact Analysis, among the Nintendo’s technologies, the D14 (recording, communications or information retrieval equipment) in UPC Category and the D21 (games, toys and sports goods) have the closest cross-impact relationship. Finally, the discussions have been made in this study, aimed at the coverage rate of core patent, as well as the correlation between core technological competence and UPC classification numbers. Keywords: Nintendo, patent, Core Technology Analysis, Cross-Impact Analysis

參考文獻


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