A Case Study of Business Strategy on Online Game
碩士 === 國立臺灣科技大學 === 企業管理系 === 97 === In early days, the market size of the game industry in Taiwan was very small. Until 2002, the game industry was paid attention and subsidized by the government in Taiwan. In 2008, the financial crisis has caused the global economic to decline sufficiently deep an...
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ndltd-TW-097NTUS51210592016-05-02T04:11:38Z http://ndltd.ncl.edu.tw/handle/88804619839412827853 A Case Study of Business Strategy on Online Game 線上遊戲企業經營策略之個案研究 Ting-yu Hsieh 謝定諭 碩士 國立臺灣科技大學 企業管理系 97 In early days, the market size of the game industry in Taiwan was very small. Until 2002, the game industry was paid attention and subsidized by the government in Taiwan. In 2008, the financial crisis has caused the global economic to decline sufficiently deep and impacted almost all industries, but the online game industry was still grew fast and it has become the star industry. This year, the revenue of online game market in Taiwan will amount to NT$ 11.2 billion, more than NT$ 10.331 billion in 2008, and the revenue of year on year in 2009 will grow 8.41%. However, the game industry is one of the digital contents industries; therefore, it is encouraged and supported financially by the government in Taiwan. Look all around the game corporations in Taiwan, the background of the case company is most particular. The case company own dozens of year development experience on arcade game, it began the business of onlime game about five years ago, and now it has achieved remarkable success in onlime game market. Therefore, in this study takes “the International Games System” for case study, and it adopts the case study method by ways of literature reviewing, data collection, In-depth interviews between the periods of research to get related information. The purpose of this study is (1) to discuss and analyze the motives and the business strategy of the company to be engaged in online game;and (2) to understand the company carries out the strategy and it confronted by the difficulties and the challenges, to analyze the company benefit;(3) the conclusion and suggestion to provide a representative local case for academic and corporate world’s reference. At last, this study provides the conclusion and some suggestions to the government and operators concerned in order to accelerate the development in the future for the game industry in Taiwan. Day-yang Liu Shun-chiao Chang 劉代洋 張順教 2009 學位論文 ; thesis 129 zh-TW |
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碩士 === 國立臺灣科技大學 === 企業管理系 === 97 === In early days, the market size of the game industry in Taiwan was very small. Until 2002, the game industry was paid attention and subsidized by the government in Taiwan. In 2008, the financial crisis has caused the global economic to decline sufficiently deep and impacted almost all industries, but the online game industry was still grew fast and it has become the star industry. This year, the revenue of online game market in Taiwan will amount to NT$ 11.2 billion, more than NT$ 10.331 billion in 2008, and the revenue of year on year in 2009 will grow 8.41%.
However, the game industry is one of the digital contents industries; therefore, it is encouraged and supported financially by the government in Taiwan. Look all around the game corporations in Taiwan, the background of the case company is most particular. The case company own dozens of year development experience on arcade game, it began the business of onlime game about five years ago, and now it has achieved remarkable success in onlime game market.
Therefore, in this study takes “the International Games System” for case study, and it adopts the case study method by ways of literature reviewing, data collection, In-depth interviews between the periods of research to get related information. The purpose of this study is (1) to discuss and analyze the motives and the business strategy of the company to be engaged in online game;and (2) to understand the company carries out the strategy and it confronted by the difficulties and the challenges, to analyze the company benefit;(3) the conclusion and suggestion to provide a representative local case for academic and corporate world’s reference. At last, this study provides the conclusion and some suggestions to the government and operators concerned in order to accelerate the development in the future for the game industry in Taiwan.
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author2 |
Day-yang Liu |
author_facet |
Day-yang Liu Ting-yu Hsieh 謝定諭 |
author |
Ting-yu Hsieh 謝定諭 |
spellingShingle |
Ting-yu Hsieh 謝定諭 A Case Study of Business Strategy on Online Game |
author_sort |
Ting-yu Hsieh |
title |
A Case Study of Business Strategy on Online Game |
title_short |
A Case Study of Business Strategy on Online Game |
title_full |
A Case Study of Business Strategy on Online Game |
title_fullStr |
A Case Study of Business Strategy on Online Game |
title_full_unstemmed |
A Case Study of Business Strategy on Online Game |
title_sort |
case study of business strategy on online game |
publishDate |
2009 |
url |
http://ndltd.ncl.edu.tw/handle/88804619839412827853 |
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