遊戲產業關鍵成功因素之探討
碩士 === 國立政治大學 === 科技管理研究所 === 94 === Since US President Clinton proposed regarding innovating and taking risks as the prelude of opening of knowledge industry in 1991, go through the stimulus of the internet bubble in the end of the 20th century, there are lots of papers and documents studying about...
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ndltd-TW-094NCCU52300112015-10-13T11:15:48Z http://ndltd.ncl.edu.tw/handle/13246624215054529545 遊戲產業關鍵成功因素之探討 Le,Melody 黎怡蘭 碩士 國立政治大學 科技管理研究所 94 Since US President Clinton proposed regarding innovating and taking risks as the prelude of opening of knowledge industry in 1991, go through the stimulus of the internet bubble in the end of the 20th century, there are lots of papers and documents studying about the intangible assets, and It become the more urgent issue for experts and scholars to make full efforts to find out the valuation tool for measuring the intangible assets and the market value of enterprises. The Intelligence Capital(IC) is the most representative theory which is closely linked with intangible assets, since John Kenne Galbraith proposed the definition of the intelligence capital up to today for the first time in 1969, there have been several dozens of famous scholars with different views and fields discussing the definition of intelligence capital already; However, the relevant subjects and theory about intelligence capital sum up the general situation of the intangible assets, but still not yet to become the standard valuation method to evaluate the value of every industry as well as enterprise, even can not to be the reference indicator to evaluate the intangible assets for the investor、financing organization and those enterprises with intangible assets . The value of the intangible assets has specific characteristics due to the different business model and production procedure of the company. Researcher expects to sum up the the intangible assets value drivers of enterprises in the game industry through her own industry background as well as gathering expert questionnaire and industry interview. Researcher has collected the most value drivers of intangible assets from relevant papers and interviews, also make discussions with the key person from game company on KSF. After designing the questionnaire based on the confirmed KSF, the study has surveyed five game companies to get primary data. Through the whole explored process , finally got the conclusion that the most important KSF of the game industry are ' the group's quality ' , ' the competition advantage ' and ' the marketing power ', which are educed from the stat. data, and this three kinds of KSF could be run for the reference indicators of measuring game company value. 劉江彬 學位論文 ; thesis 118 zh-TW |
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碩士 === 國立政治大學 === 科技管理研究所 === 94 === Since US President Clinton proposed regarding innovating and taking risks as the prelude of opening of knowledge industry in 1991, go through the stimulus of the internet bubble in the end of the 20th century, there are lots of papers and documents studying about the intangible assets, and It become the more urgent issue for experts and scholars to make full efforts to find out the valuation tool for measuring the intangible assets and the market value of enterprises.
The Intelligence Capital(IC) is the most representative theory which is closely linked with intangible assets, since John Kenne Galbraith proposed the definition of the intelligence capital up to today for the first time in 1969, there have been several dozens of famous scholars with different views and fields discussing the definition of intelligence capital already; However, the relevant subjects and theory about intelligence capital sum up the general situation of the intangible assets, but still not yet to become the standard valuation method to evaluate the value of every industry as well as enterprise, even can not to be the reference indicator to evaluate the intangible assets for the investor、financing organization and those enterprises with intangible assets .
The value of the intangible assets has specific characteristics due to the different business model and production procedure of the company.
Researcher expects to sum up the the intangible assets value drivers of enterprises in the game industry through her own industry background as well as gathering expert questionnaire and industry interview.
Researcher has collected the most value drivers of intangible assets from relevant papers and interviews, also make discussions with the key person from game company on KSF. After designing the questionnaire based on the confirmed KSF, the study has surveyed five game companies to get primary data.
Through the whole explored process , finally got the conclusion that the most important KSF of the game industry are ' the group's quality ' , ' the competition advantage ' and ' the marketing power ', which are educed from the stat. data, and this three kinds of KSF could be run for the reference indicators of measuring game company value.
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author2 |
劉江彬 |
author_facet |
劉江彬 Le,Melody 黎怡蘭 |
author |
Le,Melody 黎怡蘭 |
spellingShingle |
Le,Melody 黎怡蘭 遊戲產業關鍵成功因素之探討 |
author_sort |
Le,Melody |
title |
遊戲產業關鍵成功因素之探討 |
title_short |
遊戲產業關鍵成功因素之探討 |
title_full |
遊戲產業關鍵成功因素之探討 |
title_fullStr |
遊戲產業關鍵成功因素之探討 |
title_full_unstemmed |
遊戲產業關鍵成功因素之探討 |
title_sort |
遊戲產業關鍵成功因素之探討 |
url |
http://ndltd.ncl.edu.tw/handle/13246624215054529545 |
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