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https://nccur.lib.nccu.edu.tw/handle/140.119/67135
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Title: | 遊戲開發公司的業務計劃 Video Game Development Company Business Plan |
Authors: | 歐馬 Omar Sawi |
Contributors: | 何小台 Chester Ho 歐馬 Omar Sawi |
Keywords: | 遊戲開發 業務計劃 公司 Video Game Development Business Plan Company |
Date: | 2012 |
Issue Date: | 2014-07-01 12:11:07 (UTC+8) |
Abstract: | 遊戲開發公司的業務計劃 The goal is to start a company that creates special, meaningful and enjoyable interactive experiences, furthering the art and science of video game creation. We aim to artistically craft games so that the content and moods are unique, based on themes of the world’s nature and cultures, bringing a little magic into people’s lives. We aim to evoke an emotional response in the player by carefully refining the game mechanics and atmosphere to achieve excellent quality. Our products are designed to be accessible to as many as possible, but primarily to the gamer demographic.
We follow a project-based financing model. Our first project has a budget of 18 million TWD, where we seek 9 million TWD in funding, and estimate a rate of return on investment of about 100% after 2 years.
Our business will take advantage of new and improved digital distribution channels and the possibilities afforded by new ways of paying for content. We will exploit the lack of innovation at the high-end of the gaming market, and the lack of depth and sophistication at the low-end through innovative “mid-core” offerings at affordable prices. We target underserved game genres and platforms with higher barriers to entry and follow a range of cost reduction strategies to create the best experiences at lower cost. This includes using an episodic or reduced-content game format enabled by the lower overheads of digital distribution.
Technology partnerships with European middleware vendors will give us access to the most advanced technologies in the industry while leading to lower production costs and quicker time to market. A multiplatform strategy during game development will maximize opportunities for market accessibility.
We focus on building valuable original IP and developing a competitive advantage in advanced games and 3D graphics technology. Our location in Taiwan allows us to develop at lower cost, while we supplement top talents from Taiwan with world-class specialists from Europe.
We will seek out partnerships with platform holders in need of innovative software to increase their hardware sales and where our products can achieve the highest visibility in the rapidly growing market for digitally downloadable games. TABLE OF CONTENTS
TABLE OF CONTENTS
1. Executive summary 1
2. Market 3
2.1 The games industry 3
2.2 Growth of digital distribution 3
2.3 Lower consumer choice in the high-budget market 3
2.4 The rising popularity of independent games 4
2.5 Explosion of developer interest in the growing mobile market 4
2.6 The transition to a new console generation 6
2.7 The rising sophistication and cost-savings of middleware tools 7
3. Product 8
3.1 Long term product plans 8
3.2 Short term product plans 8
3.3 Business model 9
3.4 Product features 10
3.5 History and characteristics of the platform game genre 10
3.6 Current status of 3D platform games 11
3.7 3D platform games market underserved 12
3.8 The 3D action-platform genre is an overlooked and attractive proposition 13
4. Sales and Marketing 14
4.1 Customer segments for business 14
4.2 Customer segments for product 14
4.3 Competition 15
4.4 Positioning and pricing strategy 16
4.5 Marketing strategies 16
5. Development 19
5.1 Cost reduction measures 19
5.2 Development plan 20
5.3 Partnership with BitSquid 21
6. Financials 23
6.1 Sales projections 23
6.2 Income statement 24
6.3 Long term cash-flow projections 25
6.4 Funding 25
7. References 26
8. Appendix 28
8.1 Business model canvas 28
8.2 Visual reference 29 |
Reference: | 1. London Venture Partners, http://www.londonvp.com/#the-sector
2. Forbes, http://www.forbes.com/sites/johngaudiosi/2012/07/18/new-reports-forecasts-global-video-game-industry-will-reach-82-billion-by-2017/
3. Game Industry International, http://www.gamesindustry.biz/articles/2013-03-29-digital-game-sales-growing-33-percent
4. Yahoo Games, http://games.yahoo.com/blogs/plugged-in/ailing-video-game-industry-222612072.html
5. IDC, http://www.idc.com/tracker/showproductinfo.jsp?prod_id=655#.UWaJJ6JPn_o
6. Streaming Colour Blog, http://www.streamingcolour.com/blog/2011/09/28/results-ios-game-revenue-survey/
7. Game Developers Conference, http://www.gdconf.com/news/gdc_state_of_the_industry_rese.html
8. IGN magazine, http://www.gamesindustry.biz/articles/2013-05-23-microsoft-new-console-generation-can-grow-market-by-30-percent
9. Wikipedia, Tales of Monkey Island, http://en.wikipedia.org/wiki/Tales_of_Monkey_Island
10. VG247, http://www.vg247.com/2011/11/10/limbo-has-sold-over-1-million-units-mac-version-to-release-before-years-end/
11. Gamasutra, http://gamasutra.com/view/news/39449/Super_Meat_Boy_sells_1_million_copies.php
12. Gamasutra, http://www.gamasutra.com/view/news/39713/Xbox_Live_Arcde_by_the_numbers__the_2011_year_in_review.php
13. Reddit discussion forum http://www.reddit.com/r/Games/comments/14khd9/why_did_the_3d_platformer_essentially_die_out/
14. BitSquid, http://www.bitsquid.se
15. Gamasutra, http://www.gamasutra.com/php-bin/news_index.php?story=17707 |
Description: | 碩士 國立政治大學 國際經營管理英語碩士學位學程(IMBA) 100933001 101 |
Source URI: | http://thesis.lib.nccu.edu.tw/record/#G0100933001 |
Data Type: | thesis |
Appears in Collections: | [國際經營管理英語碩士學程IMBA] 學位論文
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