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    Title: 手機遊戲代理商轉型策略之研究
    Business Transformation Strategies for a Mobile Game Agent
    Authors: 林玉峰
    Lin, Yu-Feng
    Contributors: 于卓民
    林玉峰
    Lin, Yu-Feng
    Keywords: 轉型策略
    研發策略管理
    代理發行商
    Date: 2020
    Issue Date: 2020-09-02 11:56:28 (UTC+8)
    Abstract: 依市場數據分析荷蘭機構 Newzoo 估計,台灣雖僅有2千3百多萬人口,但在2019年所創造的遊戲收入卻高達12.68億美元(394億台幣),其數字相當可觀,每位手機遊戲用戶平均消費63.4美元(2千台幣)在手機遊戲虛擬產品上。
    然而,在近幾年中國境內對於遊戲即將上架的產品審查上更加嚴謹的情況下,使得更多中國研發商或發行商為求生存,與其在中國漫長地等待產品過審,倒不如先透過海外發行來賺取第一桶金,讓公司自身能先擁有足以活絡公司的資金流水進來。台灣也因文化語言相似度極高的條件下,成為中國廠商海外發行的首要兵家鬥爭之地,然而此舉更讓台灣手機遊戲市場變得更加擁擠及行銷投放成本不斷地拉高
    本研究個案公司分析,在台灣手機遊戲的產業中,營收屬前五名的公司,但正因快速地面臨全球手機遊戲廠商及中國手機遊戲廠商的高速競爭變化下,使得現有個案公司純代理經營營運方針模式面臨著巨大的挑戰,並經由整體總檢視找出癥結點後,提出相對因應之轉型策略; 其主要方向除了強化公司的原營運體質之外,另一方面將自主研發列為個案公司未來3-5年發展的主策略,而此能否成功轉型自研營銷一體上下垂直整合的關鍵因素,則透過此研究將可發現個案公司在產業市場高度競爭環境下面臨挑戰時,可採取轉型策略的思考戰略方向為何,以及如何在自主建立研發的過程中,透過更科學工具化的方式,建構出一套研發流程與管理。此將為日後台灣遊戲公司所需參考戰略之方向依據
    關鍵字:轉型策略、研發策略管理、代理發行商
    According to the data of market research and analytics from Holland firm New Zoo, even if the total population of Taiwan is merely 23 million people, the games revenue has reached 12.68 billion US Dollars (394 billion New Taiwan Dollars). This is quite significant number which means the average expense of USD 63.4 (NTD 2,000) per user on gaming product.
    However, in recent years as for those new release games in China, under the circumstance of stricter examination, instead of waiting for a long time for approvals, more and more game developers and publishers in China start with overseas issue to earn the sufficient cash flow to survive and run the company first. Since Taiwan has high similarities of culture and language, Taiwan has become the first battlefield of overseas issue for these games companies in China ,which makes mobile games market in Taiwan more crowded and increases the marketing cost constantly.
    This case study analysis shows the company is ranked as top 10 by sales amount in mobile games market in Taiwan. Because of the rapid competitive changes from global suppliers and mobile games companies in China, the agency business model of the company in this case study is facing huge challenges therefore the reactive transformation strategy shall be proposed after finding out the bottleneck by giving overall review. Strengthening the company’s original organization structure will be the main direction, on the other hand self-development would be considered as the main strategy for the case company’s development in the next 3-5 years. And whether this could be successfully transformed into the key factor of vertical integration of self-development, operation and marketing or not, it could be found through this research when the case company faces the challenges in a highly competitive market environment, it adopts which direction of transformation strategy and builds up a research process and management in the self-development process with more scientific tools.
    This will be the direction basis of strategy reference for Taiwan mobile game companies in the future.
    Reference: 中文文獻
    1.于卓民(2014),國際企業:環境與管理,台北:華泰文化。
    2.司徒達賢(2016),策略管理新論:觀念架構與分析方法,三版,台北:智勝文化事業。
    3.林姿旻(2011),數位遊戲之行動載具使用者行為與開發分析─以智慧型手機為例,國立政治大學碩士論文。
    4.亞歷山大‧奧斯瓦爾德、 伊夫‧比紐赫、 葛瑞格‧柏納達、 亞倫‧史密斯、 翠西‧帕帕達拉斯(2017),價值主張年代:設計思考X顧客不可或缺的需求=成功商業模式的獲利核心。季晶晶譯,台北:天下雜誌
    5.陳明哲(2010),動態競爭,台北:智慧文化事業。
    6.陳銘寬(2019),動漫 IP 聯動對手機遊戲玩家購買意願及留存率影響的研究─以「為了誰的鍊金術師」為例,國立台北大學碩士論文。
    7.陳沛亘(2016),台灣熱門手機遊戲玩家的遊戲時間與心流研究,國立交通大碩士論文學。
    8.陳錦輝(2000),應用資源基礎論探討經營策略與競爭優勢:以高雄港為例,國立中山山大學碩士論文。
    9.許智傑(2018),手機遊戲產業全球行銷策略之研究-以芬蘭 Supercell 公司為例,國立師範大學碩士論文。
    10.麥可‧波特(2019),競爭策略: 產業環境及競爭者分析,一版,台北:天下文化。
    11.莊旻璋(2004),我國半導體設備通路產業之競爭策略分析---以帆宣科技股份有限公司為例,國立交通大學碩士論文。
    12.渡邊修司(2015),遊戲性是什麼,一版,北京:人民郵電出版社。

    英文文獻
    1.Collis, D. J. and C. A. Montgomery (1995). “Competing on Resource Strategy in the 1990s” Harvard Business review, July–August, 107-121.
    2.Day, George (1984). Strategic Market Planning: the Pursuit of Competitive Advantage,West Publishing Company Minnesota.
    3.Newzoo (2019). “The Global Games Market Will Generate $152.1 Billion in 2019 as the U.S. Overtakes China as the Biggest Market.”
    4.Ringsted, T. (2019). The impact of 5G on the gaming world,Oct 24。
    5.Unger, Kimberly and Jeannie Novak (2012). Game Development Essentials: Mobile Game Development,CA: Delamr Cengage Learning.

    網站資料
    1.伽瑪數據(2020),2019年中國遊戲產業年度報告,2020年5月26取自http://www.joynews.cn/jiaodianpic/202001/0332402.html
    2.前瞻產業研究院(2020),2020年中國移動遊戲行業發展現狀和市場前景分析,2020年5月26取自https://www.qianzhan.com/analyst/detail/220/200304-7188d703.html
    3.瑞克梅添涼遊戲玩窩,2020年5月18取自https://docs.google.com/spreadsheets/d/1uyVwTs2IYF7gdPtPFlg3YER6PcO3gsEOwfkh4S4-xdQ/edit?fbclid=IwAR2fjZ_qgpnf42y2Y1PPWO9Nmhv64aJ2m5zkRiwZl0w9ChrCIWivOffJjo0#gid=0
    4.App Annie(2020),2020移動市場報告,2020年5月20取自
    https://www.appannie.com/cn/insights/state-of-mobile-2020/。
    5.BuzzcastReport (2019),緊貼台灣遊戲市場2019最新報告,2020年5月26取自
    https://reports.buzzcast.bz/zh-tw/2019/01/23/taipeigameshow2019-taiwangamemarket-chitw/。
    6.Competitor analysis website,2020年5月18取自https://en.wikipedia.org/wiki/Competitor_analysis。
    7.Hbrtaiwan website,資源優勢戰,2020年5月18取自https://www.hbrtaiwan.com/article_content_AR0000680.html
    8.MBA智庫(2019),競爭對手分析工具,2020年5月20取自
    https://wiki.mbalib.com/wiki/%E7%AB%9E%E4%BA%89%E5%AF%B9%E6%89%8B%E5%88%86%E6%9E%90%E5%B7%A5%E5%85%B7。
    9.MBA智庫(2019),企業轉型,2020年5月20取自https://wiki.mbalib.com/zhtw/%E4%BC%81%E4%B8%9A%E8%BD%AC%E5%9E%8B。
    10.MBA智庫(2018)資源學派,2020年5月20取自
    https://wiki.mbalib.com/zh-tw/%E8%B5%84%E6%BA%90%E5%AD%A6%E6%B4%BE
    11.Newzoo(2019),2019全球遊戲市場報告,2020年5月20取自
    https://newzoo.com/insights/articles/the-global-games-market-will-generate-152-1-billion-in-2019-as-the-u-s-overtakes-china-as-the-biggest-market/。
    12.Statementdog website,2020年5月26取自
    https://statementdog.com/
    13.Top 21 Digital Transformation Strategies website,2020年5月18取自
    https://www.imd.org/imd-reflections/digital-programs-reflections/digital-transformation-strategies/?gclid=CjwKCAjwlZf3BRABEiwA8Q0qq2xxgj15ZnPCm-VSAfa-8jB26TRHjNONaLkC88bzI3C9PV8Ku4XGoBoCY9IQAvD_BwE
    14.oosga(2019),數位轉型,2020年5月18取自
    https://oosga.com/digital-transformation/。
    Description: 碩士
    國立政治大學
    經營管理碩士學程(EMBA)
    107932054
    Source URI: http://thesis.lib.nccu.edu.tw/record/#G0107932054
    Data Type: thesis
    DOI: 10.6814/NCCU202001348
    Appears in Collections:[經營管理碩士學程EMBA] 學位論文

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