Loading...
|
Please use this identifier to cite or link to this item:
https://nccur.lib.nccu.edu.tw/handle/140.119/54425
|
Title: | 線上遊戲之雲端服務平台發展研究 - 以台灣Z公司為例 A research on development of the online game cloud service platform - a case study of Taiwan`s Z Company |
Authors: | 傅慧娟 Fu, Hui Chuan |
Contributors: | 姜國輝 Chiang, Johannes 傅慧娟 Fu, Hui Chuan |
Keywords: | 線上遊戲 雲端運算 線上遊戲之雲端運算服務平台 Online game Cloud computing Online Game Cloud Service Platform Cloud Computing platform for online game |
Date: | 2011 |
Issue Date: | 2012-10-30 10:59:23 (UTC+8) |
Abstract: | 本篇論文將針對線上遊戲產業之雲端運算服務平台之發展進行研究與探討。從線上遊戲產業發展的現況與趨勢中,看到線上遊戲仍是市場的主流,更是付費機制的成熟產品,但也看到新興遊戲如SNS網頁遊戲、App遊戲的衝擊下,線上遊戲已不再是大型遊戲或是只有大型公司才有能力開發製作的產品,而中小型團隊也開始蜂擁加入開發的行列。 在線上遊戲產品開發流程與產業價值鏈的文獻探討中,看到線上遊戲的開發與營運價值單元,且這些價值單元都是非常符合雲端運算的功能與架構,並再透過詳細解析產品開發流程與營運價值鏈的每個環節中去對應雲端運算架構與功能,分析雲端運算對線上遊戲之開發端及消費端所提昇之價值與效益面,以及線上遊戲之雲端運算服務平台的可能功能與服務模式。 線上遊戲因為具備文件、物件資料量龐大、即時運算需求極高、中小型開發團隊須降低軟硬體開發成本需求殷切以及需要共用之伺服器軟硬體環境,還有備援且不允許因維運、修改、除錯等而可能停機或當機之風險產生等特性,使得在這一波雲端運算的潮流與趨勢中,選擇提供線上遊戲開發與營運之雲端運算平台服務,應是一項可預期的發展機會。 本研究最後透過一家已推出線上遊戲雲端運算服務平台的個案研究,再呼應前面線上遊戲與雲端運算功能與架構的關聯框架及分析,最後提出對個案公司應以大量即時運算為核心能力,提供跨業服務、以核心技術發展技轉與合作營運模式、結合HTML5或Yahoo的YUI等技術,全力搶攻新興連線遊戲市場、研發雲端Server端引擎產品等建議外,也對線上遊戲之雲端運算服務平台提出可發展SaaS、PaaS、IaaS等各別專業及可具備彈性且可發展成機動組合的混合型雲端服務模式之結論與建議等。 This report is the research and investigation of the cloud computing platform development in online game industry. We find that online game is still the mainstream as well as a developed product under the paid mechanisms through the condition and trend of online game industry. However, because of the impact of SNS website game and App game, the online game no longer just a hug online game or develop by big companies, instead the medium and small groups can develop the online game as well now.
We find out that there are some unites in the literature investigated the development process and industrial value chain of online fit in with the function of cloud computing and its framework. In addition, we will do the detailed analysis of production developing process and operation value to correspond to the function and framework of cloud computing, analyze the value and benefit the cloud computer can do to improve the beginning and consumption-side of online game and its possible function and service mode for online game.
The online game needs huge quantity of data in document and object, so the need of instant cloud computing is high. For that reason, when develop the software and hardware, the medium and small groups need to reduce the cost. Moreover, they need the server that can use in both new software and hardware, the backup, un-interruptible power supply and the feature of operating normally while doing the maintenance, modification, debug, etc. So, in the trend of current cloud computing, one of the predictable development opportunity is have the cloud computing platform service that can help to develop and operate online game.
In the end, the study will take the case study of cloud computing platform that have released online game as example, correspond to the relevant framework and analysis from the previous online game and the function and framework of cloud computing and finally give the suggests and conclusion to the case company, which is taking great amount of instant cloud computing as core ability, provide cross-field services, use core technology development transformation and cooperation service mode, The use of HTML5 or Yahoo`s YUI technology put in all effort to earn the new market of online game and research and develop the cloud computer server engine. Other than that, we also bring up the individual professional service that can develop in the cloud computing platform of online game such as SaaS, PaaS, IaaS and the suggestions and conclusions relate to the flexible and assembling-based complex cloud service. |
Reference: | 1.經濟部數位內容產業推動辦公室(2011)。2011台灣數位內容產業年鑒。臺北。 2.陳怡安(2003)。線上遊戲的魅力-以重度玩家文例。高雄,復文圖書。 3.力世管理顧問公司(2001)。產業報告「一同打造你我的虛擬世界」。取自:http://tw.pwcm.com.tw/reports05_1.htm.。 4.丁鴻裕(2012)。產業報告「台灣網友行動暨遊戲娛樂行為分析」。台北,資訊工業策進會MIC。 5.傅鏡暉(2004、2006)。文章:「線上遊戲未來」與「遊戲的製作流程」。經濟部工業局數位內容產業推動網,趨勢望遠鏡、網路資訊等。 6.張宏源著(2011)。「解析傳播產業價值鏈與營運模式之轉變 – 台灣數位匯流傳播產業廠商之個案分析」。新北市:正中書局。Chapter5,第二節「線上遊戲產業價值鏈與營運模式」。 7.吳銘弘(2008)。「線上遊戲之資訊系統成功模式」。屏東技術學院行銷流通所碩士論文。 8.陳瀅等著(2010)。「雲端策略 – 雲端運算與虛擬化技術」。台北:天下雜誌。 9.David Hilley(2009)。Cloud Computimg: A Taxonomy of Platfor, and Infrastructure level Offerings。世新大學資訊傳播學系余顯強教授整理。 10.網擎資訊(股)公司(Openfind)網站。取自:http://www.openfind.com.tw/taiwan/solution/issue/cloud.html 11.日經BP社出版局編著。鄧瑋敦譯。「雲端運算大解密」。台北:電腦人文化。 12.WIKI。http://en.wikipedia.org/wiki/Cloud_gaming 。 13.IEEE SOFTWARE/Published by The IEEE Computed Society。Developing Cloud Business Models: A Case Study on Cloud Gaming。P.42 – 47。 14.Cisco台灣網站。http://www.cisco.com/web/TW/index.html 15.優必達公司(Ubitus Inc.)網站。取自:http://www.ubitus.net/tw/release/2010_release_20100521_TC.html and Ubitus Showcases Mobile Gaming Solution at the China Cloud Computing Conference 。 16.Gaikai Inc. http://www.gaikai.com/faq#general_q16 。 17.陳向明(2002)。社會科學質的研究。臺北市〆五南。 18.李政賢譯(2006)。質性研究設計與計畫撰寫(C. Marshall、G. B. Rossman 原著)。臺北市,五南 19.林淑馨(2010)。質性研究理論與實務。臺北市,巨流。 20.麥克‧波特(1985)。「競爭優勢」。台北:天下文化。 21.Booz、Allen and Hamilton(1982)。New Management for the 1980’s。NY:Booz.Allen and Hamilton,Inc。 22.邊守仁(1999)。產品創新設計-工業設計專案的解構與重建。台北:全華圖書。 23.Heufler, Gerhard(2005)。「設計原理-從概念到產品成形」台北:龍溪出版社。 24.Ulrich, Karl T and Eppinger, Steven D (2005)。「產品設計與開發」第三版。張書文、戴華亭譯。台北:美商麥格羅希爾。 25.董皇志、阮綠因、管倖生等合著(2007)。「設計研究方法」。新北市:全華圖書。 26.奇群科技(股)公司網站。網址:http://www.zillians.com/ 27.陳建榮、黃韻竹遊戲開發(2011)。遊戲名稱:「LEARN TO SURVIVE」。上架處:Facebook。 |
Description: | 碩士 國立政治大學 經營管理碩士學程(EMBA) 94932114 100 |
Source URI: | http://thesis.lib.nccu.edu.tw/record/#G0094932114 |
Data Type: | thesis |
Appears in Collections: | [經營管理碩士學程EMBA] 學位論文
|
Files in This Item:
File |
Size | Format | |
211401.pdf | 8588Kb | Adobe PDF2 | 759 | View/Open |
|
All items in 政大典藏 are protected by copyright, with all rights reserved.
|