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  • 學位論文

台灣數位內容產業之關鍵發展因素研究─以數位遊戲為例

Critical Development Factors in Taiwan Digital Content Industry-Based on Digital Game

指導教授 : 林亭汝

摘要


本論文研製之「台灣數位內產業之關鍵發展因素研究─以數位遊戲為例」乃是以總體層級之角度分析產業發展所需之關鍵因素。數位內容產業乃是目前世界各國極力發展的目標,在亞洲地區更是各國政府重點培育的產業,然而由於對於產業本身的特性缺乏充分認識,對於國家在產業發展上的條件與資源亦無深刻瞭解,若僅一味的模仿其它國家之作法,可能將失去產業發展的機會與成效。本研究透過Porter(1990)的國家鑽石體系作為分析之構面,並以模糊層級分析法結合專家問卷探討其在個別構面及因素上的層級權重分配,歸納出我國在數位遊戲產業發展上最關鍵的構面是「需求條件」,其次則是「企業策略、企業結構、同業競爭」,而「政府」則是產業發展中影響性較低的因素。在進一步的個別構面子要素分析上,「相關產業拉拔效應」乃是最重要的因子,「市場規模」、「價值觀海外擴散」、「新興商業形態」及「法規發展成熟度」另分居二至五名,而「天然資源」則是數位遊戲產業發展中最不重要的因子。 在個別要素標竿其它成功國家作法之策略建議的研究結果如下: 1.「相關產業拉拔效應」:透過海外搜尋素材,及結合我國在電影及音樂產業上的發展成效,作為數位遊戲內容發展之背景來源。 2.「市場規模」:提升我國產業之目標市場層次為全球佈局,並透過其它因子之發展成效帶動市場規模之成長。 3.「價值觀海外擴散」:藉由海外設立子公司及相關產業之國外經營,增加我國產品在國外之被接受度。 4.「新興商業形態」:積極投入app遊戲、社群遊戲之佈局,並提升我國自製遊戲之比例,亦可藉由與國內外同業或異業廠商結盟營運。 5.「法規發展成熟度」:加速在智慧財產權、虛擬財產保護及惡意購併保護之法規訂定,提升我國產業發展之保障。

並列摘要


The purpose of this study is to explore the critical development factors of Taiwan’s digital content industry. Based on digital game, the study analyses the industry in macro-perspective. Digital content industry is viewed as the most important goals of national development around the world, especially in Asia. However, the lack of understandings toward the industry, and the incorrect cognition to the conditions and resources of the nation, become the obstacles of industrial development. The study analyses the digital game industry with “diamond model” proposed by Michael Porter in 1990. Fuzzy AHP and expert opinions investigating are both adopted as research methods in this study to evaluate the weights of the factors influencing the development of the digital game industry. The results portray that “demand conditions” is the most important factor, and “firm strategy, structure, rivalry” is the second priority. “Government” is eventually viewed as the most insignificant factor. Further, “pull through effects of related industries,” “market size,” “diffusion effects of values,” “emerging business models,” and “maturity of laws and regulations” are the top five sub-factors. “Natural resources” is portrayed as the most insignificant factors of all. The results of benchmarking focusing on the top five sub-factors are as follows: 1.Pull through effects of related industries: to search the materials worldwide, and to make use of movies and music local produced as materials. 2.Market size: position the target market as global arrangement. 3.Diffusion effects of values: establish subsidies worldwide and gain abroad acceptance through related industries’ operating around the world. 4.Emerging business models: develop apps and SNSs, and to focus on self-made games. 5.Maturity of laws and regulations: enact the laws of intellectual property, virtual assets, and protection of hostile merges.

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