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    Title: 台灣本土遊戲公司之成長策略分析 以G公司為個案研究
    Authors: 潘人豪
    Pan, Jan-Hao
    Contributors: 鄭至甫
    潘人豪
    Pan, Jan-Hao
    Keywords: 疫情影響
    手機遊戲發展
    手機遊戲市場
    產業鏈
    Pandemic
    Mobile Game Development
    Mobile Game Market
    Industry Chain
    Date: 2024
    Issue Date: 2024-09-04 13:50:26 (UTC+8)
    Abstract: 遊戲具有多樣化的定義,可以被設計成提供娛樂、教育或思維鍛鍊的互動體驗。從古至今,不論是從小型的剪刀石頭布到傳統的桌遊和室內外遊戲,遊戲的核心元素包括規則、目標、挑戰、互動和體驗等。隨著時間推移,遊戲進化到今日的電子遊戲,遊戲產業持續追求創新,以滿足不斷變化的玩家和市場需求。
    2023年,台灣遊戲市場已進入全球前五大市場之列。台灣的遊戲市場環境豐富多元,吸引了世界各國的遊戲進入,同時展現出台灣玩家對於各種類型遊戲的廣泛接受能力。然而,這也導致台灣市場競爭激烈,各大業者互相角逐,使得市場競爭壓力空前提高。
    本研究將以台灣市場為基礎,以《唯數娛樂科技股份有限公司》作為個案研究對象。該公司在台灣遊戲產業中扮演重要角色,其深耕手遊時代的豐富經驗使其成為探索當前產業現況並重新評估企業短、中、長期經營策略的理想案例。
    本研究除研究者的豐富專業知識外,並運用安索夫矩陣和SWOT分析等學理框架,系統性地檢視公司及市場現況的各種可能性。透過這些分析,本研究旨在提出可操作的策略途徑,以提出公司在短期、中期和長期的經營成長建議。
    Games have diverse definitions and can be designed to provide interactive experiences for entertainment, education, or cognitive exercise. From ancient times to the present day, whether from simple games like rock-paper-scissors to traditional board games and indoor/outdoor activities, core elements such as rules, objectives, challenges, interaction, and experience have remained integral. Over time, games have evolved into today's electronic games, with the gaming industry continually innovating to meet the evolving demands of players and markets.
    By 2023, Taiwan's gaming market has risen to become one of the top five globally. The market environment in Taiwan is rich and diverse, attracting game entries from around the world and demonstrating Taiwanese gamers' broad acceptance of various game genres. However, this has intensified competition among major players, heightening market pressures unprecedentedly.
    This study focuses on the Taiwanese market, using Weisu Entertainment Technology Co., Ltd. as a case study. The company plays a significant role in Taiwan's gaming industry, leveraging its extensive experience in the mobile gaming era to explore the current industry landscape and reassess ideal short, medium, and long-term business strategies.
    In addition to the researcher's deep industry expertise, this study employs theoretical frameworks such as Ansoff Matrix and SWOT analysis to systematically examine various possibilities within the company and market context. Through these analyses, the study aims to propose actionable strategic pathways, providing recommendations for the company's short-term, medium-term, and long-term business growth.
    Reference: 1.亞小安(2002)。4GAMERS,Newzoo預計2022年全球遊戲市場規模將首度迎來下降,疫情紅利結束。
    https://www.4gamers.com.tw/news/detail/55917/newzoo-global-games-market-expected-to-decline-4-in-2022
    2.三立新聞網(2023)。2023年全球遊戲市場報告:PC +家機收入「勉強打平」手遊。
    https://www.setn.com/News.aspx?NewsID=1386831
    3.莊昆益(2002)。灰色預測理論應用於電子遊戲產業預測之研究─以台灣市場為例。朝陽科技大學。
    4.陳庭祐(2007)。台灣免費線上遊戲未來發展趨勢及其市場行銷策略之研究。佛光大學。
    5.數位時代編輯部(2002)。《遊戲重來》。數位時代,第39期。
    6.資策會產業情報研究所(2010)。《台灣遊戲市場發展現況》。
    7.資策會產業情報研究所(2015)。《台灣遊戲市場春季大調查》。
    8.打不死的小強(2018)。知乎,「遊戲業產業鏈分析1」4種產業鏈型態。
    9.飛鳥涼不涼(2024)。飛鳥涼不涼遊戲運營觀察小站。《2024遊戲產業所面臨的困境與挑戰》。
    https://www.facebook.com/Gameisabouthuman
    10.友子(2024)。科技產業資訊室。《電玩產業正面臨銷售和玩家下降,以及裁員重整的窘境》。
    https://iknow.stpi.narl.org.tw/Post/Read.aspx?PostID=20414
    11.飛鳥涼不涼(2024)。飛鳥涼不涼遊戲運營觀察小站。《聊聊所謂的遊戲破圈效應》。
    https://www.facebook.com/Gameisabouthuman
    12.江淑美、吳伊勻、翁士勛、劉育雯(2000)。《教育研究法專題研究報告—個案研究》。
    13.MBA智庫百科(2015)。安索夫矩陣。
    https://wiki.mbalib.com/zh-tw/%E5%AE%89%E7%B4%A2%E5%A4%AB%E7%9F%A9%E9%98%B5
    14.經理人(2024)。SWOT分析表怎麼做?4個面向與定義。
    https://www.managertoday.com.tw/glossary/view/15
    15.GAME HOURS唯數娛樂官方網站(2024)。大事紀。
    https://www.gamehours.com/about/history
    16.Rui Ma,Mobile Insights Analyst(2024)。SensorTower,《 2024年全球移動遊戲市場展望》
    https://sensortower.com/zh-CN/blog/state-of-mobile-game-market-outlook-2024-report-CN
    Description: 碩士
    國立政治大學
    經營管理碩士學程(EMBA)
    110932085
    Source URI: http://thesis.lib.nccu.edu.tw/record/#G0110932085
    Data Type: thesis
    Appears in Collections:[經營管理碩士學程EMBA] 學位論文

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