Evolution of Digital Entertainment Business Model: Research of Japan Video Games Industry

碩士 === 國立政治大學 === 企業管理研究所 === 101 === Digital entertainment industry is a new style industry. Since 2000s, the first year of digital era, the whole world began to boost the related projects of the industry, and looked forward to drive the development of animations, online studios and digital games....

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Bibliographic Details
Main Authors: Tan, Chia Hung, 談家宏
Other Authors: Kuan, Wellington K.
Format: Others
Language:zh-TW
Online Access:http://ndltd.ncl.edu.tw/handle/ujp237
Description
Summary:碩士 === 國立政治大學 === 企業管理研究所 === 101 === Digital entertainment industry is a new style industry. Since 2000s, the first year of digital era, the whole world began to boost the related projects of the industry, and looked forward to drive the development of animations, online studios and digital games. Because digital contents have a lot to do with activities of general entertainment, culture, education and publishing, recently it has brought everyone’s eyes on it. Digital entertainment brought the innovation from the technique side, different elements started to have an effect on the others. What’s more, the change of consumer behavior made enterprises found that old business models are no longer apply to new environment. They needed to check themselves again and try to redefine their core value, so can they catch new chances. Technology industry in Taiwan is strong and world-famous. But when it comes to compare with Japan, Korea or other countries, development of digital entertainment industry is still in the beginning stage. However, digital issues are more important, opportunities also sprang up like mushrooms. It should not be treated lightly. This study has focused on several subjects: digital entertainment industry, business model and innovation of business models. First, the study had tried to realize the characteristic of current trend of digitization, and then tried to find out major factors of building business models by classification of research documents. Second, the study has chosen two target companies: Nintendo and Sony Company Entertainment as goal of analysis, and tried to tell how the two companies faced the challenges of social games and online games by developing their own business models. Thus, we can prove how the business model theories work and generalize the feature and characteristic of target industry. In the end, the study has conclusions as below: The establishment of business should be based on core value, and it is the foundation of everything and will never be changed easily. Companies need to use their resources by flexible applications to get rid of laziness, fully perform their core values by varied business models and face the challenges. With the availability of environment, enterprises can actively change the world by their own power, or they have to adjust themselves to adapt the circumstance. At last, Building of business model is a continuous process. When running a new model, there may be cooperation between different industries and different companies can create and share the value together. Key words: digital entertainment industry, business model, game industry, Nintendo, SCE, social game.