English  |  正體中文  |  简体中文  |  Post-Print筆數 : 27 |  Items with full text/Total items : 113869/144892 (79%)
Visitors : 51900988      Online Users : 552
RC Version 6.0 © Powered By DSPACE, MIT. Enhanced by NTU Library IR team.
Scope Tips:
  • please add "double quotation mark" for query phrases to get precise results
  • please goto advance search for comprehansive author search
  • Adv. Search
    HomeLoginUploadHelpAboutAdminister Goto mobile version
    Please use this identifier to cite or link to this item: https://nccur.lib.nccu.edu.tw/handle/140.119/136426


    Title: 案例研究- 以”英雄聯盟”為例討論及分析台灣網路遊戲長壽之要素
    Analysis and discussion of key factors driving the longevity of Taiwan’s online games: A case study of ";League of Legends"
    Authors: 楊宜柔
    Yang, Yi-Rou
    Contributors: 何富年
    Ho, Foo-Nin
    楊宜柔
    Yang, Yi-Rou
    Keywords: 消費者行為
    行銷策略
    產品管理
    線上遊戲操作
    consumer behavior
    marketing strategy
    product management
    online game operations
    Date: 2021
    Issue Date: 2021-08-04 15:04:47 (UTC+8)
    Abstract: This case study focuses on discussing reasons how League of Legends can sustain in the market with a comparatively long duration in Taiwan. It was the most popular PC game in Taiwan and the game had a record: 1 out of 7 Taiwanese game players at the peak time. This thesis looks at the introduction of the game industry and the history of the League of Legends in order to illustrate the environment when the game was born. Since the marketing cost is extremely high during the launch time, finding a product that can survive in a long term is essential for the game operator. The discussions are focused on the unusual strategy the operator in Taiwan, Garena, deployed and the competitive characters of the game. Two research methods were applied for this case study: An online survey for the players and an interview with the game operator in Taiwan. By cross checking the stories from both the customers’ and the operator’s side, three attributes have been identified in the study: (1) knowing the market preference: a successful game in one market might fail in the other. It is important to appreciate the taste of the target market or to modify the game with the market favor; (2) maximize the user engagement: the longer the user spend their time for the game, the less time they can be distracted from other competitors; (3) build a community and identify with it: if there are friends to hang out in the game, the possibility that the player wants to leave the game will be lower.
    Reference: Statista. (2020). Online Games worldwide. Retrieved from https://www.statista.com/outlook/212/100/online-games/worldwide
    Wikipedia. (2020). Massively multiplayer online game. Retrieved from Wikipedia: https://en.wikipedia.org/wiki/Massively_multiplayer_online_game
    Gough, C. (2018). U.S. Online Gaming in the U.S. and worldwide. Retrieved from Statista: https://www.statista.com/study/15568/online-gaming-in-the-us-statista-dossier/
    Lindlahr, S. (2019). Digital Media Report 2019 – Video Games. Retrieved from Statista: https://www.statista.com/study/63884/video-games-statistics-2019/
    Statista. (2020). Online Games worldwide. Retrieved from Statista: https://www.statista.com/outlook/212/100/online-games/worldwide#market-users
    陳昱翔. (2019, 5 18). 亞太遊戲市場占全球半邊天 市值比逾49%. Retrieved from 經濟日報: https://money.udn.com/money/story/8888/3821200
    Annie, A. (2016, 6 24). Taiwan: The Next Billion-Dollar Market for Western Publishers. Retrieved from App Annie: https://www.appannie.com/en/insights/market-data/taiwan-next-billion-dollar-market/
    PwC. (2019). 2019-2023 臺灣娛樂暨媒體業展望. Retrieved from www.pwc.com/outlook: https://www.pwc.tw/zh/publications/topic-report/assets/taiwan-entertainment-and-media-outlook-2019-2023.pdf
    林哲宏. (2019, 10 30). 國民體育季刊第四十八卷. Retrieved from 教育部體育署: https://www.sa.gov.tw/Resource/Ebook/637082270490922958.pdf
    Statista. (2019). Statista dossier on League of Legends. Retrieved from Statista: https://www.statista.com/study/51642/league-of-legends/
    Helm, L. B. (2016). Why Riot Games Is Inc.`s 2016 Company of the Year. Retrieved from inc.: https://www.inc.com/magazine/201612/burt-helm-lindsay-blakely/company-of-the-year-riot-games.html
    Crecente, B. (2019, 10 28). League of Legends is now 10 years old. This is the story of its birth. Retrieved from The Washington Post: https://www.washingtonpost.com/video-games/2019/10/27/league-legends-is-now-years-old-this-is-story-its-birth/
    SEA. (2020). FY 2019 Annual Report. Retrieved from SEA official website: https://cdngarenanow-a.akamaihd.net/webmain/static/resource/seagroup/press/2020-04-14%20-%20Form%2020-F.PDF
    Annie, A. (2020). App Annie年终盘点: 2019年全球热门移动 App 排行榜. Retrieved from App Annie official website: https://www.appannie.com/cn/insights/market-data/a-successful-finale-to-the-decade-mobile-highlights-of-2019/
    Moore, M. (2020, 3 24). Gaming industry in Asia Pacific - Statistics & Facts. Retrieved from Statista: https://www.statista.com/topics/2196/video-game-industry-in-asia/
    Riot. (2020). Learn the basics. Retrieved from NA League of Legends official website: https://na.leagueoflegends.com/en-us/how-to-play/
    Statista. (2019). Statista dossier on League of Legends. Retrieved from Statista: https://www.statista.com/study/51642/league-of-legends/
    Chen, T. (2020, Aug 13). Team Lead for Infrastructure, Garena Taiwan. (Y.-R. Yang, Interviewer)
    陳聿聰. (2020, 8 14). Game designer. (楊宜柔, Interviewer)
    Pai, R.-Y. (2020, 07). LoL director. (Y.-R. Yang, Interviewer)
    TC, T. (2020, 09 12). Senior Planner, eSport, Garena Taiwan. (Y. Corrie, Interviewer)
    Johnston, R. (2004). Towards a better understanding of service excellence. Emerald Group Publishing Limited.
    Dentsu X. (2020). 近幾年各產業(DMA分類)廣告量比較. Retrieved from https://app.powerbi.com/view?pageName=ReportSection359d6d6ee89974491266&r=eyJrIjoiM2VmODdhZTgtNzVhZC00ODNhLTk2MmItNDdjYzI4OWEwYmFiIiwidCI6IjZlODk5MmVjLTc2ZDUtNGVhNS04ZWFlLWIwYzVlNTU4NzQ5YSIsImMiOjh9
    MCSPADDEN, K. (2015, 5 14). You Now Have a Shorter Attention Span Than a Goldfish. Retrieved from TIME: https://time.com/3858309/attention-spans-goldfish/
    Description: 碩士
    國立政治大學
    國際經營管理英語碩士學位學程(IMBA)
    107933022
    Source URI: http://thesis.lib.nccu.edu.tw/record/#G0107933022
    Data Type: thesis
    DOI: 10.6814/NCCU202100791
    Appears in Collections:[國際經營管理英語碩士學程IMBA] 學位論文

    Files in This Item:

    File Description SizeFormat
    302201.pdf2834KbAdobe PDF20View/Open


    All items in 政大典藏 are protected by copyright, with all rights reserved.


    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 ©   - Feedback