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  • 學位論文

台灣遊戲產業廠商經營策略研究:以遊戲橘子為例

The Business Strategy of a Taiwan PC Online Game Company: The Case Of Gamania

指導教授 : 陳忠仁

摘要


自從網際網路逐漸發達以來,對世界上的產業帶來非常大的影響,其中網路也帶來許多種的新興產業,並改變了年輕人的生活方式、習慣。在2000年代全台灣掀起一股線上遊戲熱潮,產業並以非常快的速度成長,在今日已經成為社會上不容小覷的新興力量。 在當年線上遊戲剛從台灣發展時,台灣本國的遊戲產業代理商—遊戲橘子數位科技股份有限公司(下稱遊戲橘子)即踏入市場,經歷了將近20年的競爭之下,成為少數能在競爭激烈的遊戲產業中存活下來的廠商,2016年營業額達84.1億台幣。 本文以個案研究法對遊戲橘子進行研究探討,以遊戲橘子的各個時期發展策略與經營成效,將公司的成長期分為3個階段:創立初期(1999~2005)、擴張期(2005~2012)、轉型期(2012~2016),首先利用Michael Porter的五力分析,分析遊戲產業的競爭狀態;再使用Wernerfelt 的資源基礎觀點理論分析遊戲橘子公司競爭優勢;進而使用價值鏈模型分析各時期的重要產業結構流程。此外,遊戲橘子屢屢挑戰產業多角化進行新型業務;因此本研究分析遊戲橘子的發展歷程,並從過程中了解遊戲橘子在不同階段使用何種策略以應對市場競爭,最後本研究針對台灣、世界遊戲產業現況,結合遊戲橘子的競爭優勢,給予未來持續成長的建議。

並列摘要


Since Internet become more and more popular, every industry changes a lot. Internet brings up many new industries, and changes teenagers' life and habits dramatically. In 2000s, PC online games blew up social media in Taiwan and become a social phenomenon. The industry grew up more than fast, and today it becomes a giant new industry. When PC online game just flourished in Taiwan, Taiwanese company, Gamania Digital Entertainment Co., Ltd. (Gamania), soon entered the market. Gamania survives the extreme competition, while most companies chose to leave in the past 20 years. The revenue of Gamania came to 8.4 billion NTD in 2016. This study using a case study approach to analyze Gamania and identified Gamania's strategies and operating result under 3 periods: early stage (1999~2005), Expansion stage (2005~2012), Diversification stage (2012~2016). At first, we apply Porter five forces analysis (Michael Porter, 1979) to analyze game industry. Then, we use Resource-Based View (Birger Wernerfelt,1984) to study Gamania company's competitive advantages. Afterward, we apply Value Chain Model (Michael Porter, 1985) to find important activities. Gamania tries diversification strategies and engages in new business activities a lot. Therefore, this study proceeded to analyze Gamania's history and how Gamania adjusted its strategies to face competition. At last, this study considered the current situation and future trend of Taiwan game industry and world game industry along with Gamania's competitive advantages to present proposal about sustainable growth in the future.

參考文獻


英文文獻
1. Alexander Osterwalder, Yves Pigneur (2010), business model generation (ISBN: 978-0-470-87641-1)
2. Andrew McAfee, Erik Brynjolfsson (2017), Machine, Platform, Crowd: Harnessing Our Digital Future (ISBN: 978-1543615791)
3. Barney, J. (1991). Firm resources and sustained competitive advantage. Journal of management
4. Barney, J. B., & Hesterly, W. S. (2010). VRIO Framework. In Strategic Management and Competitive Advantage. New Jersey: Pearson.

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