English  |  正體中文  |  简体中文  |  Post-Print筆數 : 27 |  Items with full text/Total items : 113822/144841 (79%)
Visitors : 51773083      Online Users : 516
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/140.119/136678


    Title: 遊戲產業訂閱模式之個案分析
    Subscription Models of the Video Game Industry: a Multi-Case Analysis
    Authors: 王晧宇
    Wang, Hao-Yu
    Contributors: 邱奕嘉
    Chiu, Yi-Chia
    王晧宇
    Wang, Hao-Yu
    Keywords: 訂閱經濟
    訂閱模式
    遊戲產業
    平台
    平台競爭
    Subscription Economy
    Subscription Business Model
    Gaming Industry
    Platform
    Platform Competition
    Date: 2021
    Issue Date: 2021-08-04 16:25:24 (UTC+8)
    Abstract: 隨著訂閱經濟在各個市場中逐漸嶄露頭角,數位娛樂市場中如Netflix、Spotify等公司也相繼取得相當不錯的成績,訂閱模式顯然成為近代經濟市場中最熱門的話題,這種足以改變市場環境的訂價方式也開始在電子遊戲市場被討論,多家遊戲開發商趁著這股熱潮,紛紛在市場中嘗試投入此種新興的遊戲訂閱付費制度,但受限於遊戲市場的環境特性與消費者的購買習慣,目前現有的遊戲訂閱仍在尋找適合的營運模式。
    本研究將以多個案的方式呈現,先透過梳理遊戲產業成長經歷的多項付費模式,來了解現今市場中主要採取的消費方式以及整體環境狀態,來分析遊戲訂閱模式在各遊戲市場的現況,再藉由智慧型手機遊戲市場的Google與Apple和遊戲主機端市場的Sony和Microsoft等四家個案,檢視各家在訂閱模式上所面對的客群、資源的利用、採取的策略等異同之處,以此來歸納出訂閱模式在電子遊戲市場中的策略關鍵。
    As the success of the subscription economy gradually emerges in various markets, and companies in the digital entertainment market such as Netflix and Spotify have also achieved quite good results, the subscription model has become popular in the modern economic market. This pricing strategy which is sufficient to change the environment of market has also begun to be widely discussed in the video game market. Many video game developers and publishers have tried to invest in this subscription trend in the video game market. However, limited by the unique environment and characteristics of the video game market and consumers` buying habits, the existing game subscription services in the market are still looking for a suitable operating model.
    This research is presented in the form of multiple cases. First, by walking through the multiple payment models that the video game industry has experienced, we can understand the overall environment and main consumption methods in the current market, and analyze the situation of the game subscriptions. Next, through four cases, including Google and Apple in the mobile gaming market, and Sony and Microsoft in the console games market, we can identify the similarities and differences of the target audience, resource utilization, and strategies adopted by each companies’ game subscription. In this way, we can summarize the key to the success of subscription strategies in the video game market as a reference for the follow-up company strategy.
    Reference: 一、 中文文獻
    1.專書
    Geoffrey G. Parker, Marshell W. Van Alstyne, & Sangeet Paul Choudary,(2016)。平台經濟模式:從啟動、獲利到成長的全方位攻略。台灣:天下雜誌股份有限公司。
    Hermann Simon,(2018)。精準訂價:在商戰中跳脫競爭的獲利策略。台灣:天下雜誌股份有限公司。
    Nick Mehta, Dan Steinman, & Lincoln Murphy,(2019)。絕對續訂!訂閱經濟最關鍵的獲客、養客、留客術。台灣:城邦文化事業股份有限公司–商業周刊。
    Robert K. Yin,(2001)。個案研究法。台灣:弘智文化事業有限公司。
    毛葦,(2019)。訂閱經濟:數字時代的商業模式變革。中國:電子工業出版社。
    左軒霆、偉瑟特,(2019)。訂閱經濟:如何用最強商業模式,開啟全新服務商機。台灣:天下雜誌股份有限公司。
    陳威如、王詩一,(2016)。決勝平台時代:第一本平台化轉型實戰攻略。台灣:城邦文化事業股份有限公司–商業周刊。
    陳威如、余卓軒,(2013)。平台革命:席捲全球社交、購物、遊戲、媒體的商業模式創新。台灣:商周出版。
    蕭瑞麟,(2017)。不用數字的研究:質性研究的思辯脈絡(第四版)。台灣:五南圖書出版股份有限公司。

    2.網路資料
    druiber,全球遊戲市場報告:三年後玩家數量將突破30億,上網日期2020年06月26日,檢自:https://www.3dmgame.com/news/202006/3791741.html
    Edward,【專欄】訂閱制正夯?解析行動裝置兩大平台 Google Play Pass、Apple Arcade 訂閱服務,上網日期2019年12月30日,檢自:https://gnn.gamer.com.tw/detail.php?sn=190795
    MikaBrea,遊戲訂閱制時代來臨,EA Origin、Xbox Game Pass、PlayStation Now 各平台功能、福利完整比較!,上網日期2019年07月23日,檢自:https://www.techbang.com/posts/71542-the-era-of-game-subscriptions-is-here-buy-instead-of-subscriptions-100-games-cant-be-played
    Miula,亞馬遜Luna參戰!三大科技巨頭的雲端遊戲大戰與串流遊戲的未來!,上網日期2020年10月23日,檢自:https://www.bnext.com.tw/article/59763/amazon-luna-
    MrSun,遊戲訂閱服務的大時代,對玩家與開發者來說是否值得?,上網日期2019年10月20日,檢自:https://medium.com/@MrSun1994/%E9%81%8A%E6%88%B2%E8%A8%82%E9%96%B1%E6%9C%8D%E5%8B%99%E7%9A%84%E5%A4%A7%E6%99%82%E4%BB%A3-%E5%B0%8D%E7%8E%A9%E5%AE%B6%E8%88%87%E9%96%8B%E7%99%BC%E8%80%85%E4%BE%86%E8%AA%AA%E6%98%AF%E5%90%A6%E5%80%BC%E5%BE%97-314926c99ca0
    Nano Ho,Google 推出 Play Pass 訂閱服務,超過 350 款遊戲、應用任你玩,上網日期2019年09月26日,檢自:https://technews.tw/2019/09/26/google-play-pass/
    Sam Liang,「訂閱制」是否會是遊戲營運模式的下一次革命?,上網日期2019年10月05日,檢自:https://s489791150.medium.com/%E8%A8%82%E9%96%B1%E5%88%B6-%E6%98%AF%E5%90%A6%E6%9C%83%E6%98%AF%E9%81%8A%E6%88%B2%E6%A5%AD%E6%A8%A1%E5%BC%8F%E7%9A%84%E4%B8%8B%E4%B8%80%E6%AC%A1%E9%9D%A9%E5%91%BD-3ccc07cfd6c2
    中央社,66元音樂、遊戲全包了!蘋果推超殺訂閱制,你買單嗎?,上網日期2020年09月16日,檢自:https://www.businessweekly.com.tw/international/blog/3003918
    陳建鈞,蘋果遊戲、影視訂閱表現差,庫克把Apple Arcade「砍掉重練」能挽回用戶嗎?,上網日期2020年07月01日,檢自:https://www.bnext.com.tw/article/58311/apple-arcade-subscription-service
    遊戲葡萄,一年後,蘋果遊戲訂閱服務仍然尷尬,上網日期2020年10月15日,檢自:https://technews.tw/2020/10/15/apple-arcade-wont-popular-anymore/
    謝依靜,Google的創新文化,上網日期2009年2月28日,檢自:http://newspaper.im.mgt.ncu.edu.tw/1-24pic/08/200902/t2.htm
    靈巧,【開發知識】------推動遊戲的齒輪,關於遊戲收費方式的演進,上網日期2019年01月06日,檢自:https://home.gamer.com.tw/creationDetail.php?sn=4251554

    二、 外文文獻
    1.期刊
    Bothun, D., Driscoll, L., Lieberman, M., & Yatsko, M. (2012). The evolution of video gaming and content consumption. Industry Research, International Reports.
    Cennamo, C. (2019). Competing in digital markets: A platform-based perspective. Academy of Management Perspectives, (ja).
    Cennamo, C., Ozalp, H., & Kretschmer, T. (2018). Platform Architecture, Multihoming and Complement Quality: Evidence from the US Video Game Industry. Information Systems Research, Forthcoming.
    Drummond, A., & Sauer, J. D. (2018). Video game loot boxes are psychologically akin to gambling. Nature Human Behaviour, 2(8), 530-532.
    Kallio, K. P., Mäyrä, F., & Kaipainen, K. (2011). At least nine ways to play: Approaching gamer mentalities. Games and Culture, 6(4), 327-353.
    Li, S., Luo, Q., Qiu, L., & Bandyopadhyay, S. (2020). Optimal Pricing Model of Digital Music: Subscription, Ownership or Mixed?. Production and Operations Management, 29(3), 688-704.
    Looy, J. V. (2015). Online games characters, avatars, and identity. The international encyclopedia of digital communication and society, 1-11.
    Martínez, C. (2019). The struggles of everyday life: How children view and engage with advertising in mobile games. Convergence, 25(5-6), 848-867.
    Mortensen, T. E. (2015). Online Games and Role Playing. The International Encyclopedia of Digital Communication and Society, 1-6.
    Poels, K., De Kort, Y., & IJsselsteijn, W. (2012). Identification and categorization of digital game experiences: a qualitative study integrating theoretical insights and player perspectives. Westminster Papers in Communication and Culture, 9(1), 107-129.
    Stabell, C. B., & Fjeldstad, Ø. D. (1998). Configuring value for competitive advantage: on chains, shops, and networks. Strategic management journal, 19(5), 413-437.
    土井教之. (2017). 両面市場におけるビジネスモデルと競争: わが国ゲーム産業の例. 経済学論究, 71(3), 43-58.

    2.網路資料
    43% of Active Smartphones Will Be 5G-Ready by 2023: The Global Mobile Market Is on Track for Substantial Growth and Game-Related Engagement, Retrieved from https://newzoo.com/insights/articles/mobile-game-market-2020-smartphone-users-game-revenues-5g-ready-engagement/
    Console MAU Data: Adding Games to Subscription Services Leads to Longer-Tail Engagement, Retrieved from https://newzoo.com/insights/articles/consule-mau-data-how-subscriptions-like-xbox-game-pass-and-playstation-plus-affect-maus/
    COVID-19’s Impact on the Mobile Games Market: Consumer Engagement Spikes as Revenues Exceed $77 Billion in 2020, Retrieved from https://newzoo.com/insights/articles/mobile-games-market-engagement-revenues-covid-19-gaming/
    Global Game Revenues Up an Extra $15 Billion This Year as Engagement Skyrockets, Tom Wijman, Retrieved Nov 4 2020, from https://newzoo.com/insights/articles/game-engagement-during-covid-pandemic-adds-15-billion-to-global-games-market-revenue-forecast/
    Global Game Revenues Up an Extra $15 Billion This Year as Engagement Skyrockets, Retrieved from https://newzoo.com/insights/articles/game-engagement-during-covid-pandemic-adds-15-billion-to-global-games-market-revenue-forecast/
    Google Play Pass vs Apple Arcade: The battle of the curated app subscriptions, Retrieved from https://www.androidauthority.com/google-play-pass-vs-apple-arcade-1032391/
    Half a Billion Dollars in 2020: The Cloud Gaming Market Evolves as Consumer Engagement & Spending Soar, Retrieved from https://newzoo.com/insights/articles/global-cloud-gaming-market-report-consumer-engagement-spending-revenues-2020-2023/
    Hypercasual Games Introduced Millions of Consumers to the World of Gaming: What’s Next?, Retrieved from https://newzoo.com/insights/articles/hypercasual-mobile-games-introduced-millions-of-consumers-to-gaming-ultracasual-interview-crazylabs/
    Newzoo Global Games Market Report, Retrieved from https://newzoo.com/products/reports/global-games-market-report/
    Newzoo Global Mobile Market Report, Retrieved from https://newzoo.com/products/reports/global-mobile-market-report/
    Newzoo’s Games Trends to Watch in 2020, Retrieved from https://newzoo.com/insights/articles/newzoos-games-trends-to-watch-in-2020/
    Newzoo’s Games Trends to Watch in 2021, Retrieved from https://newzoo.com/insights/articles/newzoos-games-trends-to-watch-in-2021/
    Subscription Model is the Trend for Gaming, Retrieved from http://www.joymecapital.com/news/subscription-model-trend-gaming/#_ednref1
    The Cloud Gaming Market Will Pass the Billion-Dollar Mark in 2021 with Revenues of $1.4B, Retrieved from https://newzoo.com/insights/articles/cloud-gaming-market-first-billion-dollar-year-23-7-million-paying-users-will-generate-revenues-of-1-4-billion-in-2021/
    The Future of Gaming Is Subscription, Retrieved from https://variety.com/2019/gaming/columns/the-future-of-gaming-is-subscription-1203146012/
    The Netflix of gaming? Why subscription video-game services face an uphill battle, Retrieved from https://www.mckinsey.com/industries/technology-media-and-telecommunications/our-insights/the-netflix-of-gaming-why-subscription-video-game-services-face-an-uphill-battle#
    The World’s 2.7 Billion Gamers Will Spend $159.3 Billion on Games in 2020; The Market Will Surpass $200 Billion by 2023, Retrieved from https://newzoo.com/insights/articles/newzoo-games-market-numbers-revenues-and-audience-2020-2023/
    Video Game Subscriptions — A Fad, Or the Future?, Retrieved from https://tweddlr.medium.com/video-game-subscriptions-a-fad-or-the-future-2c579eff24f7
    Xbox Game Pass vs PlayStation Now: which is the best game subscription service?, Retrieved from https://www.techradar.com/news/xbox-game-pass-vs-playstation-now-which-is-the-best-game-subscription-service
    Description: 碩士
    國立政治大學
    科技管理與智慧財產研究所
    107364122
    Source URI: http://thesis.lib.nccu.edu.tw/record/#G0107364122
    Data Type: thesis
    DOI: 10.6814/NCCU202100758
    Appears in Collections:[科技管理與智慧財產研究所] 學位論文

    Files in This Item:

    File SizeFormat
    412201.pdf2526KbAdobe PDF256View/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