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  • 學位論文

英雄聯盟虛擬道具之商業模式設計

Business Model Design in League of Legends Virtual Props

指導教授 : 孫志彬

摘要


隨著電腦與網路普及化,讓人們在查詢資料、相互傳達即時訊息、訂購商品等更加便利外。隨著科技產品與網路技術不斷的進步下,使得休閒的娛樂更是添加了一項新的選擇。本研究透過個案研究法進行資料整合與統計分析,針對目前熱門的線上遊戲作為商業模式分析樣本,本研究針對英雄聯盟的營運模式做為商業模式分析之內涵。過程中了解免費遊戲與付費遊戲相較下來更難經營,如何使消費者購買虛擬道具更考驗業者如何不斷推層出新。英雄聯盟為了角色的平衡無法像傳統遊戲販賣破壞平衡的道具,因為造型而消費的動機無法像傳統遊戲具有必要性。雖然市場廣大,營收卻不成正比。

並列摘要


Outside along with the computer and the network universalization, lets the people in the inquiry material, transmit the immediate news, the order commodity mutually and so on is more convenient. Along with the technical product and under the network technology unceasing progress, caused the leisure the entertainment to increase a new choice. This research penetration case methodology carries on the material conformity and the statistical analysis, in view of at present popular on-line game took the business model analysis sample, this research does in view of league of legends transport business pattern connotation of for the business model analysis. In the process understood the free game and the payment game compares difficultly down to manage, how causes the consumer to purchase the hypothesized stage prop to test the entrepreneur how to push the proliferation to be new unceasingly. League of legends is unable the traditional game for the role balance to trade the destruction balanced stage prop likely, expends because of the modelling the motive is unable the traditional game to have the necessity likely. Although the market are general, the earning is not proportional actually.

並列關鍵字

DOTA Business Model Case study

參考文獻


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