政大機構典藏-National Chengchi University Institutional Repository(NCCUR):Item 140.119/125925
English  |  正體中文  |  简体中文  |  Post-Print筆數 : 27 |  全文笔数/总笔数 : 113318/144297 (79%)
造访人次 : 50954300      在线人数 : 943
RC Version 6.0 © Powered By DSPACE, MIT. Enhanced by NTU Library IR team.
搜寻范围 查询小技巧:
  • 您可在西文检索词汇前后加上"双引号",以获取较精准的检索结果
  • 若欲以作者姓名搜寻,建议至进阶搜寻限定作者字段,可获得较完整数据
  • 进阶搜寻


    请使用永久网址来引用或连结此文件: https://nccur.lib.nccu.edu.tw/handle/140.119/125925


    题名: 獨立遊戲開發團隊的動態能耐
    The Dynamic Capabilities of Taiwanese Indie Game Development Team
    作者: 吳翰威
    Wu, Han-Wei
    贡献者: 李仁芳
    吳翰威
    Wu, Han-Wei
    关键词: 獨立遊戲
    遊戲產業
    文創產業
    動態能力
    基礎資源
    經營策略
    Indie game
    Game Industry
    Creative Industry
    Dynamic Capability
    Resource Based view
    Business Strategy
    日期: 2019
    上传时间: 2019-09-05 17:30:54 (UTC+8)
    摘要: 近年,隨著個人電腦的普及與智慧型手機的崛起,Apple Store、Google Play及Steam等遊戲數位通路平台發展蓬勃,小型獨立開發遊戲的曝光機會增多,帶動全球一波獨立遊戲的熱潮。2017年,台灣本土獨立遊戲《返校》的成功,獨立遊戲突然成為台灣媒體的新寵,但根據同年的問卷調查,有超過一半的獨立開發團隊年收入不到25萬元。可見得,績效優異的獨立遊戲團隊在台灣仍屬少數,本研究欲探討績效優異的台灣獨立遊戲團隊是如何脫穎而出,存活至今。
    本研究以探索式個案研究法,探究《酷思特文創股份有限公司》及《有病制作所股份有公司》兩間個案公司的經營成長模式。採用科技管理領域中被廣泛研究的「動態能耐理論」為觀點,探討績效優異的台灣獨立遊戲開發團隊具有哪些「動態能耐」,促使團隊得以在快速變化的競爭環境中脫穎而出,創造競爭優勢。進一步探討,績效優異的台灣獨立遊戲團隊是如何在資源相對疲乏的環境中存活下來,並培養出具有競爭力的動態能耐。最後,探討績效優異的獨立遊戲開發團隊是如何持續創新,如何運用「動態能耐」與「資源」結合維持競爭優勢。
    本研究發現績效優異的獨立遊戲開發團隊具有鑑賞能耐、商業開發能耐、知識管理能耐、IP經營能耐、以及專案管理所需的溝通協調與整合能耐。開發團隊以鑑賞能耐篩選提案與尋找人才,以溝通協調與整合能耐提升效率及增加回應環境的彈性,以商業開發能耐開拓市場與經營粉絲,以知識管理能耐提升品質與啟發創意,最後以IP經營能耐將遊戲的世界觀轉換成可以多角化經營的IP品牌。
    本研究在實務貢獻上,建議獨立遊戲開發團隊應:第一、注重「鑑賞能耐」的培養;第二、靈活運用「委託外包」及「承接外包」的專案管理策略;第三、透過線下與線上活動培養核心粉絲。本研究在學術貢獻上,建議「鑑賞能耐」應視為一種動態能耐理論。
    For the past few years, with the popularization of personal computer and smartphones, the digital distribution platform such as Apple Store, Google Play and Steam having a vigorous growth, small indie game development team getting more awareness which triggered a fad of the indie game in global. In 2017, the success of Taiwanese indie game “Detention” cause the journalist suddenly put a spotlight on indie games. However, in the light of the survey report in 2017 that over half of the indie game development team having an annual income lower than 250 thousand NT dollar. According to the survey report, we could find that successful indie game development team is still a minority in Taiwan. Therefore, this research attempts at discovering the factors that make Taiwanese indie game development team have good performance and survive to tell the tale.
    This research conducts an exploratory case study on CreSpirit and Sick-Games two successful development team and its growth management model. This research aims to learn about how successful development teams survive in the rapid-varying competitive surrounding and creating competitive advantage. This research takes up the dynamic capability theory that has been widely studied in innovation management as the main theoretical base for its analytical reasoning and attempt at discovering the dynamic capabilities of good performance Taiwanese indie game development team. Furthermore, this research also aims to learn about how successful development teams survive in the resource shortage condition and generating competitive dynamic capabilities. In the end, this research aims to learn about how successful development teams conduct persistent innovation and combine dynamic capabilities and resource to sustain competitive advantage.
    This research finds that good performance indie game development team possesses art judging capability, business development capability, knowledge management capability, IP management capability, and project management capability which including communicate, coordinate, and integration capability. Indie game development team utilize the art judging capability to discover proposal and skilled people, utilizing the project management capability to raise efficiency and facilitate the flexibility of responding the environment, utilizing business development capability to exploit market and fan management, utilizing knowledge management capability to improve quality and inspire creativity, and utilizing IP management capability to convert the worldview of the game into a IP brand which is possible of diversification.
    From practical contributions, this research calls for an indie game development team to building up art judging capability, adapting out souring and contract manufacturing as a project management strategy, and building up fans by online and offline activities. From theoretical contributions, this research recommends taking art judging capability as a kind of dynamic capability.
    參考文獻: 中文文獻
    中央社(2018年7月2日)。獨立遊戲驚豔海外 台灣人卻不捧場 | 生活 | 新聞專題 | 中央社 CNA。
    北歐幫/戀上北歐(2015年10月8日)。瑞典教育,從遊戲開始──你不知道的電玩大國 | 北歐幫/戀上北歐 | 換日線 Crossing。換日線 Crossing - 最貼近你的國際新視野。
    巴哈姆特(2014)。拉比哩比 Rabi-Ribi封面。Retrieved July 21, 2019, from https://home.gamer.com.tw
    有病製作所股份有限公司官方網站(2016)。Retrieved July 21, 2019, from http://www.sick-game.com/
    李先羽,哈利菠菜(2016)。這是一款有長頸鹿味道的遊戲。 觸樂。 Retrieved June 13, 2019, from http://www.chuapp.com/2016/01/25/225776.html?fbclid=IwAR0Evlsnzdd1ZwckylfvJe2B3fU4XcKueKdNtuVkrYXCSDDDPtVgvcORSzc
    李易鴻(2017)。2017年台灣獨立遊戲開發者大調查。
    https://www.slideshare.net/YhlManny/2017-72658312
    邢益玲 (2013)。藝術鑑賞:導覽與入門(4th ed.)。新文京開發出版股份有限公司。
    吳思華(2000)。策略九說: 策略思考的本質。臉譜文化。
    伽馬數據(2018)。《2018年獨立遊戲發展狀況報告》。Retrieved from http://www.joynews.cn/jiaodianpic/201811/2132210.html
    林沛澧(2018)。手機遊戲作為電玩產業之救贖?:臺灣獨立遊戲的地方發展與社會文化關係的脈絡化研究 (科技部補助專題研究計畫成果報告 No. MOST 105-2410-H-126-022)。靜宜大學大眾傳播學系。
    林良陽,吳思華,項維欣,楊燕枝(2013)。智慧資本與動態能耐對研發團隊創新績效的影響。管理評論,32(4), 51-80。
    哈利菠菜(2014)。專訪《我滿懷青春的有病測驗》製作人 揭露五人團隊的遊戲開發祕辛。巴哈姆特電玩資訊站。Retrieved June 10, 2019,from https://gnn.gamer.com.tw/4/102054.html
    哈利波菜(2011) 【心得】【桃轅傳_給玩家的一段話】 @封之青焰─桃轅傳 哈啦板 - 巴哈姆特。 Retrieved August 26, 2019,from https://forum.gamer.com.tw/C.php?bsn=18849&snA=5
    陳弘鈞(2015)。新事業發展與動態能力建構-以明基材料為例 (碩士學位論文)。國立政治大學。
    陳俊智(2000) 風格操作模式應用於產品造型設計之研究。工業設計,第28卷 第2期,111-115。
    胡娉,司徒振鵬,朱翠娟,林意婷(2016)。論獨立遊戲的發展趨勢。
    翁榛憶(2019)。電玩遊戲與在地歷史的交會:以《返校Detention》為例。 文化研究季刊,(165),3-20。
    遊戲葡萄(2018a)。任天堂股東大會:Switch 每週推 20 款以上獨立遊戲,跨平台要看軟體廠商。 TechNews 科技新報。Retrieved from https://ccc.technews.tw/2018/07/11/nintendo-the-78th-annual-general-meeting-of-shareholders/
    遊戲葡萄(2018b)。Sony 高層:3A 遊戲將越來越局限,現在是獨立遊戲的黃金時代。TechNews 科技新報。Retrieved from https://technews.tw/2018/07/11/3a-limit-the-golden-age-of-indie-games/
    遊戲葡萄(2018c)。任天堂發布獨立遊戲為主的 Switch 消息頻道。TechNews 科技新報。Retrieved from http://ccc.technews.tw/2018/08/30/indie-channel-now-open-on-your-nintendo-switch/
    倆儀(2019)。倆Yee~~~ - #創業回答噗友問題 - 特別篇- Plurk。Retrieved from https://www.plurk.com/p/n66x4a
    菜喳(2017)。【喳桌遊#35】有病的17分鐘桌遊!!《我滿懷業障的有病桌遊》. Retrieved from https://www.youtube.com/watch?v=kMnHFAveI-0
    奥斯瓦爾德(2012))。獲利世代:自己動手,畫出出你的商業模式。早安財經文化。
    硬塞的網路趨勢觀察(2019年1月28日)。【2019 台北國際電玩展】台灣獨立遊戲該如何走出去?發行商、國內外遊戲開發者無私經驗分享。INSIDE。
    黃玉如(2003)以動態能力觀點探討台灣遊戲軟體廠商運作之關係(碩士學位論文)。國立中山大學。
    黄石(2017)。從遊戲走向藝術-獨立遊戲的藝術語言與視覺風格。裝飾。 (04),38-41。
    創夢市集(2017)。 專訪 | 酷思特文創產業:深耕動畫技術,打造可規模化的遊戲事業 - 創夢市集|官方部落格。 Retrieved August 27, 2019, from https://blog.ditlabs.tw/55f6a18fcc7c
    新浪香港. (2018, July 11). 獨立遊戲開發環境變得越來越嚴苛 留給天才們的時間不多了. Retrieved from https://sina.com.hk/news/article/20180711/0/5/2/獨立遊戲開發環境變得越來越嚴苛-留給天才們的時間不多了-9019801.html
    酷思特文創股份有限公司(2017)。酷思特文創股份有限公司官方網站。 Retrieved July 21, 2019,from https://www.crespirit.com/
    劉勝軍(2017)騰訊推出極光計劃 通過連接和服務孵化創新品類。Retrieved from http://www.donews.com/news/detail/3/2951037.html
    蔡政安,廖明坤(2016)。以資源基礎觀點及動態能耐觀點檢視不同情境下廠商獲取競爭優勢的策略,(35:1),47-72。Retrieved from http://lawdata.com.tw/tw/detail.aspx?no=255290
    蕭瑞麟(2018) 不用數字的研究:質性研究的思辯脈絡。五南圖書出版股份有限公司。

    日文文獻
    七邊信重(2009) 持続的な小規模ゲーム開発の可能性,3(2),171-183。
    樺島榮一郎(2009)個人制作コンテンツの興隆とコンテンツ産業の進化理論。 Journal of information studies, (77), 17-41。

    英文文獻
    Amit, R., & Schoemaker, P. J. (1993). Strategic assets and organizational rent. Strategic Management Journal, 14(1), 33–46.
    Barney, J. (1991). Firm Resources and Sustained Competitive Advantage. Journal of Management, 17(1), 99-120.
    Bontis, N. (1998). Intellectual capital: an exploratory study that develops measures and models. Management Decision, 36(2), 63-76.
    CAMPBELL, D. T. (1965). Variation and Selective retention in Socio-Cultural Evolution. Social Change in Developing Area.
    Cohen, W. M., & Levinthal, D. A. (1990). Absorptive capacity: A new perspective on learning and innovation. Administrative Science Quarterly, 35(1), 128–152.
    Didner, M., & Zhao, A. (2017). Know Your Game: An explorative study of dynamic capabilities’ potential impact on the Swedish video game industry. Uppsala universitet.
    Do Amaral, E., & Walther, K. (2017). An explorative study on small-sized game development firms from a born global perspective.
    Eisenhardt, K., & Martin, J. (2000). Dynamic Capabilities: What are they? (Vol. 21, pp. 1105-1121). Presented at the Strategic Management Journal.
    Fujimoto, T., & Clark, K. (1991). Product development performance. Strategy, Organisation and Management in the World Auto Industry.
    Galbraith, J. K. (1969). The New Industrial State Harmondsworth. Penguin.
    Georgsdottir, A. S., & Getz, I. (2004). How flexibility facilitates innovation and ways to manage it in organizations. Creativity and Innovation Management, 13(3), 166–175.
    Glynn, M. A., Lant, T. K., & Milliken, F. J. (1994). Mapping learning processes in organizations: A multi-level framework linking learning and organizing. Advances in Managerial Cognition and Organizational Information Processing, 5, 43-83.
    Inan, G. G., & Bititci, U. S. (2015). Understanding Organizational Capabilities and Dynamic Capabilities in the Context of Micro Enterprises: A Research Agenda. Procedia - Social and Behavioral Sciences, 210, 310-319.
    Kim, L. (1997). The dynamics of Samsung’s technological learning in semiconductors. California Management Review, 39(3), 86–100.
    Langlois, R. N. (1997). Cognition and capabilities: opportunities seized and missed in the history of the computer industry. Technological Innovation, Cambridge University Press, New York.
    Learned, E. P. (1969). Business policy: text and cases. Homewood, IL: R.D. Irwin.
    Leonard, D. (1998). The Wellsprings of Knowledge.
    Martins, E. C., & Terblanche, F. (2013). Building organisational culture that stimulates creativity and innovation. European Journal of Innovation Management.
    Nelson, R. R., & Winter, S. G. (1982). An evolutionary theory of economic change. An Evolutionary Theory of Economic Change, 929–964.
    NewZoo. (2018). 2018 Global Games Market Report. NewZoo. Retrieved from https://resources.newzoo.com/hubfs/Reports/Newzoo_2018_Global_Games_Market_Report_Light.pdf
    Nonaka, I., Nonaka, I. o, Ikujiro, N., Nonaka, P. of K. I., Takeuchi, H., & Takeuchi, B. P. of M. at the I. of B. R. H. (1995). The Knowledge-creating Company: How Japanese Companies Create the Dynamics of Innovation. Oxford University Press.
    Parker, F. (2013). Indie Game Studies Year Eleven, 11.
    Pedericini, Paolo. (2012, October 23). Toward Independence – Indiecade 2012 | Molleindustria.
    Penrose, E. (1959). The Theory of the Growth of the Firm. Oxford University Press.
    Rocha, F. (1999). Inter-firm technological cooperation: effects of absorptive capacity, firm-size and specialization. Economics of Innovation and New Technology, 8(3), 253–271.
    Rogers, E. M. (1983). Diffusion of innovations (3rd ed.). New York : London: Free Press ; Collier Macmillan.
    Simon, B. (2013). Indie Eh? Some kind of Game Studies, 7.
    Stewart, T. A. (1998). Intellectual Capital: The new wealth of organization (1 edition.). New York: Crown Business.
    Teece, D. (1980). Economics of Scope and the Scope of an Enterprise. Journal of Economic Behavior & Organization, 1, 223-247.
    Teece, D. (1982). Towards an Economic Theory of the Multi-Product Firm. Journal of Economic Behavior & Organization, 3, 39-63.
    Teece, D. J. (2007). Explicating dynamic capabilities: the nature and microfoundations of (sustainable) enterprise performance. Strategic Management Journal, 28(13), 1319–1350.
    Teece, D. J., Pisano, G. P., & Shuen, A. (1990). Firm capabilities, resources, and the concept of strategy: four paradigms of strategic management. Berkeley, CA: University of California at Berkeley, Center for Research in Management, Consortium on Competitiveness & Cooperation.
    Teece, D. J., Pisano, G., & Shuen, A. (1997). Dynamic capabilities and strategic management. Strategic Management Journal, 18(7), 509–533.
    Teece, D., & Pisano, G. (1994). The Dynamic Capabilities of Firms: an Introduction. Industrial and Corporate Change, 3(3), 537-556.
    Wernerfelt, B. (1984). A Resource-Based View of the Firm. Strategic Management Journal, 5(2), 171-180.
    Winter, S. G. (2003). Understanding Dynamic Capabilities. Strategic Management Journal, 24(10), 991-995.
    Zahra, S. A., & George, G. (2002). Absorptive Capacity: A Review, Reconceptualization, and Extension. The Academy of Management Review, 27(2), 185-203.
    Zollo, M., & Winter, S. G. (2002). Deliberate learning and the evolution of dynamic capabilities. Organization Science, 13(3), 339-351.
    描述: 碩士
    國立政治大學
    科技管理與智慧財產研究所
    106364123
    資料來源: http://thesis.lib.nccu.edu.tw/record/#G1063641231
    数据类型: thesis
    DOI: 10.6814/NCCU201901164
    显示于类别:[科技管理與智慧財產研究所] 學位論文

    文件中的档案:

    档案 描述 大小格式浏览次数
    123101.pdf3337KbAdobe PDF2325检视/开启


    在政大典藏中所有的数据项都受到原著作权保护.


    社群 sharing

    著作權政策宣告 Copyright Announcement
    1.本網站之數位內容為國立政治大學所收錄之機構典藏,無償提供學術研究與公眾教育等公益性使用,惟仍請適度,合理使用本網站之內容,以尊重著作權人之權益。商業上之利用,則請先取得著作權人之授權。
    The digital content of this website is part of National Chengchi University Institutional Repository. It provides free access to academic research and public education for non-commercial use. Please utilize it in a proper and reasonable manner and respect the rights of copyright owners. For commercial use, please obtain authorization from the copyright owner in advance.

    2.本網站之製作,已盡力防止侵害著作權人之權益,如仍發現本網站之數位內容有侵害著作權人權益情事者,請權利人通知本網站維護人員(nccur@nccu.edu.tw),維護人員將立即採取移除該數位著作等補救措施。
    NCCU Institutional Repository is made to protect the interests of copyright owners. If you believe that any material on the website infringes copyright, please contact our staff(nccur@nccu.edu.tw). We will remove the work from the repository and investigate your claim.
    DSpace Software Copyright © 2002-2004  MIT &  Hewlett-Packard  /   Enhanced by   NTU Library IR team Copyright ©   - 回馈