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應用語意變數於線上遊戲產業創新策略評估模式建構之研究

Applying the Linguistic Variable in the Innovative Strategy Evaluation Model of the On-Line Game Industry

摘要


數位內容產業是目前最具發展潛力的產業之一。隨著生活水準與數位化技術的提升,遊戲產業已是我國數位內容產業發展的重要項目。然而,面對快速變動又充滿不確定性的競爭環境,遊戲產業的創新策略與評估更是值得重視的課題。通常企業的經營創新主要分為產品的研發創新以及行銷模式與作法的創新。事實上,創新策略的評估過程常常因為經營管理、技術發展、市場變化及評估人員主觀判斷的影響而具有相當程度的不確定性與模糊性,進而造成創新策略評估的困難。為此,本研究以模糊理論為基礎,使評估人員能利用不同類型的語意變數而輕易的表達自我的評估值,進而透過語意變數的計算方法,建構線上遊戲產業創新策略之評估模式並探討其實用價值。經由個案分析顯示,評估者使用模糊語意進行評估並藉由語意轉換其評估結果,其結果符合該個案公司所面臨的競爭狀況,故而本研究提出的評估模式具有理論及實務價值。

並列摘要


Digital content industry is one of the important and potential industries in Taiwan. Observing the operating model of business from different angles, we will find the different innovation strategies for business to improve their competitiveness. In general, enterprises focus on the innovation of products development while others focus on the marketing methods. However, it is necessary to consider the status of competition for evaluating the innovation strategy of business. Due to the uncertainty of the development of technologies and markets, and the subjective judgments of experts, the evaluation process of innovation strategy may appear the vagueness and fuzziness. It is more difficult to measure the performance of innovation strategy in game industry. Therefore, a new evaluation model is proposed in this paper by combining fuzzy set theory with 2-tuple linguistic variables. Each decision maker can use the different types of 2-tuple linguistic variables to express his judgment. According to the case study, the results show that the proposed model in this paper is an effective way to measure the innovation strategy of the game industry.

參考文獻


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