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    Title: 桌遊社群平台營運模式之研究-以手談趣為例
    A Study on Business Model of Table Game Online Community Platform, Take Sotanfun for Example
    Authors: 何金原
    Ho, Chin Yuan
    Contributors: 詹文男
    Victor Tsan
    何金原
    Ho, Chin Yuan
    Keywords: 社群平台
    商業模式九宮格
    新創精實商業模式十一格
    創新擴散模型
    臨界數量
    Online community platform
    Business model canvas
    Lean canvas
    Innovation diffusion theory
    Critical mass
    Date: 2017
    Issue Date: 2017-07-31 11:02:17 (UTC+8)
    Abstract: 本研究探討建構發展桌遊社群平台之營運模式及其關鍵成功因素,以形成執行策略與行動計畫。

    本研究採文獻探討、深度參與、資料分析、探索性個案式研究,先以「SWOT矩陣分析」,來分析探討個案現況;再以「商業模式九宮格」以及「新創事業之精實商業模式十一格」兩者,來探討個案分析;之後,再以SWOT之分析結果,針對兩種宮格分析結果每一宮格之內容項目,再進行探討分析;也就是在兩種宮格分析後,每一格,再用SWOT去探討分析,由此呈現出更深入具體之執行策略與行動計畫。最後再輔以創新擴散模型來推論計算,各階段社群平台推廣之臨界數量與營運目標。終能更完整建構桌遊社群平台之營運模式,形成關鍵策略、競爭策略、行動策略等流程圖,並表列出各種行動方案之執行建議。

    當手談趣在台灣成為會員數或開店數排名第一的桌遊社群平台之後,或可研究進入中國或全球之桌遊市場,探討中國或全球市場之桌遊社群平台營運模式;亦可考慮進入台灣、或中國、或全球之其他產業市場,進一步研究探討,台灣、中國、或全球市場其他產業之社群平台營運模式。
    This research tried to develop and complete the business model of table game online community platform also find out the key success factors of it, thus, we can form the executive strategy and action plans.

    This research used SWOT matrix to analyze the case situation, then used Business Model Canvas and Lean Canvas to examine the case analysis. Afterwards, we used the SWOT matrix to examine and analyze the Business Model Canvas and Lean Canvas by each canvas element again. Then, we used Innovation Diffusion Theory to calculate the critical mass and determine the quantitative objective of every stage.

    We can study on China or global market of table game online community platform or other industries via this research process after Sotanfun platform reaches success of the first or second stage of its quantitative objectives.
    Reference: 一、中文部分
    1. Alexander Osterwalder(2010、2013),《獲利世代》,早安財經文化出版社。
    2. George Chang(2015/1/27),《獲利世代》沒說完的事-新創公司如何更好地規劃商業模式,網址:https://blog.alphacamp.co/2015/01/27/business-model-generation-problems/
    3. Hsu`s商管筆記(2016),創新擴散模型Diffusion of Innovation,網址:http://blog.udn.com/HsuChunYi/45851952
    4. MBA智庫百科(2007),SWOT分析模型,網址:http://wiki.mbalib.com/zh-tw/SWOT%E5%88%86%E6%9E%90%E6%A8%A1%E5%9E%8B
    5. 王熙哲、丁耀民(2008),人際關係網路對虛擬社群使用意願的影響.資訊管理學報, 15 (1), 53-72。
    6. 米勒(2017/2/2),先發者優勢VS.後進者優勢-1,米勒的行銷世界,網址:http://mtmelove.pixnet.net/blog/post/339058016-%E5%85%88%E7%99%BC%E8%80%85%E5%84%AA%E5%8B%A2vs.%E5%BE%8C%E9%80%B2%E8%80%85%E5%84%AA%E5%8B%A2%EF%BC%8D%EF%BC%91
    7. 朱文禎、陳哲賢(2007),探討虛擬社群之知識分享行為:以線上遊戲社群為例,電子商務研究,2007年春季第五卷,第一期,頁55-80。
    8. 奈格里、哈德(2005),《帝國:全球化的政治秩序》,江蘇人民出版社。
    9. 每日遊戲播報(2017/3/23),桌游产业现状思考:一个严重断层的病态产业,網址:http://s.xwtoutiao.cn/p/2gq1sd8p/
    10. 波仕特線上市調網(2014),桌上遊戲使用習慣與購買行為調查,網址:http://www.pollster.com.tw/Aboutlook/lookview_item.aspx?ms_sn=2451
    11. 麥克魯漢,1964,《理解媒介:論人的延伸》。
    12. 郭懿萱(2013/7/29),拯救飽和遊戲市場,活絡新世代冷漠情感,網址:http://www.credit.com.tw/newweb/market/weekly/index.cfm?sn=154
    13. 蘋果日報(2016/12/2),亞洲首支桌遊股港掛牌,網址:http://hk.apple.nextmedia.com/financeestate/art/20161202/19852355
    14. 魚寶(2010/1/5),近40年來台灣桌上遊戲發展之概況,網址:http://twohu2001.pixnet.net/blog/post/51893234
    15. 曾靉、楊方儒(2016/12/30),Facebook帝國的未來,數位時代,212期
    16. 曾靉、楊方儒(2017/1/6),Facebook帝國的未來—3,376億美元的真相,聯合新聞網,網址:https://udn.com/news/story/6860/2213222
    17. 酷奇婉君談創業(2014/8/26),新獲利世代:商業模式九宮格的整理應用,網址:http://www.ccgic.com/blog/2014/08/26/%E6%96%B0%E7%8D%B2%E5%88%A9%E4%B8%96%E4%BB%A3%EF%BC%9A%E5%95%86%E6%A5%AD%E6%A8%A1%E5%BC%8F%E4%B9%9D%E5%AE%AE%E6%A0%BC%E7%9A%84%E6%95%B4%E7%90%86%E6%87%89%E7%94%A8/
    18. 盧希鵬(2015/10/5),《隨經濟》電子商務新定義:以人為本的智慧生活,網址:http://group.dailyview.tw/2015/10/05/%E9%9B%BB%E5%AD%90%E5%95%86%E5%8B%99%E6%96%B0%E5%AE%9A%E7%BE%A9%EF%BC%9A%E4%BB%A5%E4%BA%BA%E7%82%BA%E6%9C%AC%E7%9A%84%E6%99%BA%E6%85%A7%E7%94%9F%E6%B4%BB/

    二、英文部分
    1. Armstrong, A. G. and J. Hagel, Net Gain: Expanding Markets through Virtual Communities, 1997, MA: Harvard Business School Press.
    2. Armstrong, A. G. and J. Hagel, The Real Value of On-line Communities, Harvard Business Review, Vol. 74, Iss.3, 1996, pp. 134-140.
    3. Ash Maurya: Why Lean Canvas vs Business Model Canvas?,link from:http://practicetrumpstheory.com/why-lean-canvas/
    4. Jakob Nielsen (1995),10 Usability Heuristics for User Interface Design,link from:https://www.nngroup.com/articles/ten-usability-heuristics/
    5. Komito, L., The Net as a Foraging Society: Flexible Communities, The Information Society, Vol. 14, 1998, pp. 97-106.
    6. Leonard L. Berry, Kathleen Seiders and Dhruv Grewal(2002), “Understanding Service Convenience,” Journal of Marketing, 66(July), 1-17
    7. Rogers, E. M. (1995). Diffusion of innovation (4th Ed.). New York: The Free Press.
    8. Romm, C., N. Pliskin, and R. Clarke, Virtual Communities and Society: Toward an Integrative Three Phase Model, International Journal of Information Management, Vol. 17, No. 4, 1997, pp. 261-270.
    Description: 碩士
    國立政治大學
    經營管理碩士學程(EMBA)
    103932097
    Source URI: http://thesis.lib.nccu.edu.tw/record/#G0103932097
    Data Type: thesis
    Appears in Collections:[Executive Master of Business Administration] Theses

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