• Refine Query
  • Source
  • Publication year
  • to
  • Language
  • 295
  • 282
  • 14
  • 12
  • 2
  • 1
  • 1
  • Tagged with
  • 312
  • 312
  • 93
  • 68
  • 66
  • 63
  • 60
  • 58
  • 54
  • 50
  • 49
  • 47
  • 45
  • 42
  • 42
  • About
  • The Global ETD Search service is a free service for researchers to find electronic theses and dissertations. This service is provided by the Networked Digital Library of Theses and Dissertations.
    Our metadata is collected from universities around the world. If you manage a university/consortium/country archive and want to be added, details can be found on the NDLTD website.
231

同人誌相關著作權問題研究 / Copyright issues in Doujinshi

盧美慈, Lu, Mei Tsu Unknown Date (has links)
近年來隨著科技進步以及傳媒興盛,文化創作已非少數專業作者之權利,一般大眾得藉由網路、新聞等媒介進行個人創作。日本的「同人文化」即為其中代表之一,所謂「同人誌」,係指原創作品的愛好者於未授權的狀態下,藉資訊技術,改編、混合或以原作品設定為基礎進行衍生創作,這些創作可能帶有補完原創作不足劇情之目的、惡搞或諷刺之目的。同人作者通常對於原作抱持著「稱讚或崇拜」的態度,而非企圖以自己之再創作和原作進行市場競爭,且同人作家之再創作,有時可為原作帶來更高之經濟及文化利益。 然而,同人行為以及同人誌在其內容以及行為模式上,均可能涉及著作權侵權問題,以著作人格權為例,同人誌可能侵害「禁止不當改作權」、「姓名表示權」;以著作財產權為例,同人誌所面臨者,係同人誌行為可能侵害「重製權」以及「衍生著作權」,但由於同人誌之高度經濟效益,亦有美日學者提出同人誌應得就其經濟優勢主張「合理使用」;除此之外,同人誌「借用原作角色和背景設定」之行為,同時也涉及美國法所謂「角色著作權」爭議問題。另外,同人誌本身亦為一種著作作品,惟此種未獲得同意之衍生創作,是否得以合法地取得新的著作權?   本文將先從同人誌的產生及其經濟效益為始,講解為何目前同人誌發源地--日本,對同人誌之發展採取何種態度。第三章至第五章則就著作權法法規面,先行說明與同人誌相關之著作權法規定和法學理論,進而以美、日以及我國實務判決,釐清同人誌與著作人格權、著作財產權的交集,試圖釐清同人誌在著作權法中之定位。第六章係以近來同人誌地位最具威脅性之爭議問題- -TPP協約,推測未來同人誌產業可能之走向若未來日本簽暑該條約後將對日本同人誌產業和其他國家的同人誌產業造成衝擊。    最後,本文將總結同人誌在著作人格權及著作財產權面臨之侵權爭議,依照本文所引用之外國判例或實務見解,試圖提出使同人誌合法之方式,盼能藉此維護同人產業和相關動漫產業的持續發展。 / In recent years, because of the rapid development of digital technologies, everyone can be a creator and easily public his or her work online. The “doujin-activities”(also called “fan-based activities” in American) originating from Japan has provided a good example of how ordinary people can become creators participating in the free culture.Most famous doujin-activities is “doujinshi” , which is associated with the preparation of derivative works without authors’ permission.Most doujinshi creators involve in the activities in order to show their respect of the original works. The aim of these doujin-activities is to create mocks, or parodies of the original work, or to complete the original story. Nonetheless, these fan-based creators have exposed themselves to great extent of copyright infringement. For example, doujinsi may infringes author’s moral right, like “the right to claim the authorship of works” and “the right of integrity”. Moreover, because doujinshi is an unauthorized derivative work, it could infringe author’s property right.However, due to the huge economic interest behind doujinshi, a lot of copyright scholars claim that doujinsi should apply to fair use doctine. By the way,because doujinshi is a work that “borrow characters “from a story, it also face a controversy- -whether a character should be protect by copyright or not? Considering doujinshi is an unauthorized derivative work,can this work be protect by copyright? This research will introduce the problems above. Chapter 2 introduced the origin of doujinshi, and try to explain why the birthland,Japan tolerate the development of doujinshi.Chapter 3 to Chapter 5 introduced the copyright issues which is relevant to doujinshi. Chapter 6 analysis the future of doujinshi.Finally,after discussing the copyright issues about doujinshi,this research provide certain suggestion and try to let doujinshi legalized.
232

公共場所播放電視、廣播節目之著作權爭議問題研究 / A study on copyright disputes of the public broadcast in public places

陸淑華, Lu,Shu Hua Unknown Date (has links)
看電視、聽廣播,是我們日常生活當中經常從事的活動項目,由於電視及廣播節目之內容包含有戲劇、音樂、錄音、舞蹈、語文等多種不同著作,也因此使得著作權與每個人產生密不可分的關聯。 一般在家中看電視、聽廣播並不會構成公開利用著作之行為,但於旅館、醫療院所、餐廳、咖啡店、百貨公司、賣場、便利商店、客運車、遊覽車等提供販售商品或服務之公共場所,提供廣播、電視節目予顧客或大眾欣賞,由於可能涉及公開利用著作之行為,且近十多年來,陸續因著作權集體管理團體向旅館、餐廳、醫療院所、客運等公共場所提供收看電視或收聽廣播之業者,要求向其取得授權、收取授權費用,因此,使得此議題不論於著作權法適用上及授權實務上,爭議不斷。 本論文除就公共場所播放電視、廣播節目涉及我國著作權法之相關規範進行分析,並參酌國際公約、國外相關立法例加以探討,釐清相關法律適用及檢討有無需要修法之處外,同時,由於實務上此類爭議,絕大多數為著作權集體管理團體於市場上執行業務所引發,故本論文特就我國著作權集體管理制度中有關集體管理團體使用報酬等相關問題一併加以探討。進而提出政策面、法制面與執行面之建議。
233

我國公益勸募條例之探討:以中華民國紅十字會總會「重大災難」勸募為例 / A study on charity solicitation act in Taiwan:the case of "heavy catastrophe" solicitation in The Red Cross Society of The Republic of China

鍾淑美, Chung, Shu Mei Unknown Date (has links)
「公益勸募條例」自民國95年5月立法院三讀通過總統公布實施迄今六年,由於許多非營利組織對於條文解讀不同,因此實務上就產生「無所適從」、「有法無可管」的現象,社會各界對於修正勸募條例的聲音,亦時有所聞。100年日本311震災事件後,內政部召開「公益勸募條例部分條文修正草案」會議,主要針對「重大災害或國際救援」勸募修正條文內容,修正的條文草案版本實有許多值得研商探討的部分。本研究依據內政部「公益勸募條例」部份條文修正草案會議通過版本,以及自律聯盟理事會通過版本,將兩個草案版本對照比較,且依勸募活動之時序歸納區分為:「勸募申請及許可」、「勸募期間規範」、「募得款使用規範」、「資訊揭露」等四大面向作為本研究探討主軸,並藉由紅十字會總會「重大災難」勸募之經驗,確認部分條文內容修正之適切性與可行性。 本研究發現公益勸募條例募款主體規範不夠周延;偏重事前程序審查,缺乏事後監督機制;轉捐行為、退款機制未作規範;國內重大災害勸募「救災執行能力」未加以規範;有關資訊揭露之法令缺乏;捐贈機構不同,扣抵稅額不一等問題。「公益勸募條例」部分條文修正草案內容尚欠完備,仍有許多值得檢討及研商修正部分,政府修法應廣納民間團體之意見,確認條文內容更為妥適可行,以確保有效管理勸募行為,達到「妥善運用資源,保障捐款人的權益」之立法旨意。
234

話題製作人: 從調適性新聞看使用者創新模式 / Topic News Producer : From Adaptive News of User Innovation Model

方效慈, Fang, Hsiao Tzu Unknown Date (has links)
創新於本世紀中為各大企業爭相研發或追求的珍貴資產,但此珍貴資產之所以致能領先市場、使企業居於永續的市場領導地位則是各個產業所致力研究的範疇。如何能達到永續的市場領導而居於市場不敗之優勢 ? 是須要透過具有符合市場劇變的創新?而其創新又須要具有如何的特性或是與時代性相關的演化性 ? 另,市場劇變的因素是否又與使用者以及代表新科技的載體有著密不可分的關係 ? 本研究將以一個現今仍居領導地位的網站實例來分析其致勝的原因,並且以質性研究的方法進行層層的頗析,揭開網路服務的神秘面紗。 網路服務的世界,豐富且多樣化,因此本研究將創新的研究範圍聚焦於新聞自製性內容的「話題新聞」為主軸,透過「話題新聞」的守門人:話題製作人,並且對應於創新三大構面:內容、載體與商業模式,進而探討其不斷創新是須要具有調適性的特質。而若以創新理論的精神為內涵,又同時須結合網路之「使用者為大」的雙重考量下,研究則以Henry教授的開放式創新與von Hipple教授的使用者創新,並為核心理論的依據。至此,本篇研究的架構清晰易見。 經由親身參與的田野調查與近期的資料蒐集,本研究將透過網路服務的特性與使用者溝通的互動方式,整理後發現其特殊的共創過程與調適性的特質。研究中更將揭露自製性內容的共創對於載體的影響,並且對應於資訊傳播模式的演化,爾後延伸至商業模式的多所變化。最終,希望透過本研究能提供台灣傳統新聞媒體及企業界創新的具體參考,不僅在理論面向得以印證及延伸,更於實務面提供操作的執行方向。 關鍵字:使用者創新,開放式創新:內容、載體與商業模式,調適性,新聞製 作,資訊傳播,經濟活動,話題新聞,製作人,行動研究,質性研 究。 / Innovation is the precious asset in this century for all the companies to seek, study or develop as it is the way to win or sustain the leading position where the enterprises are eager to reach. However, how to continue the innovation so as to retain the leadership? Or which attributes or evolutions the innovation should have to react to the market change? How the factors of market transformation correlate with the users and high-tech (electronics) devices? This study will use a global leading website as a sample and explore the elements of its success through the qualitative research method. The internet contains the diversified services. Thus the research selects the news reproduction as the main study subject. By observing the daily operation of the “Topic News” gatekeepers, Topic News producers, and analyzing three dimensions of innovation: contents, devices and business models, the study figures out the fact that the constant innovation should possess the characteristic of Adaptability. Furthermore, considering both the essence of Innovation theories and the internet user behavior, the study cites Open Innovation by Prof. Henry and User Innovation by Prof. von Hipple as the core theories to support the whole research. By participating in the field investigation and collecting the recent data, the study discovers the particular procedure of co-producing contents as well as the characteristic of Adaptability through researching on the internet service and its communication and interaction with the users. The study further reveals the impact which the reproduced content makes on the devices themselves, evolution of the information dissemination and even the types of the business models. The ultimate objective of the study is not only to prove the truth of the theories but also to contribute several suggestions and references towards the traditional news media and the enterprise innovation on the execution and operation directions. Key words : User Innovation, Open Innovation, Content, Devices and Business model, Adaptive, News re-production, Dissemination of information, Economic Activity, Topic News, Topic News Producer, Action Research, Qualitative Research.
235

消費者網路購買經驗品之研究─以服裝為例 / Consumer's Behavior for Online Cloth Shopping

林含諭 Unknown Date (has links)
近年來網路購物市場的發展蓬勃,其營業成長狀況每年有近兩位數字的成長。由於不少研究顯示,網路購物由於本身通路性質,使得網路購物有一定的侷限性,因此,認為網路比較合適像是搜尋品類產品的販賣,而經驗品類的產品較不合適在在網路上販售。然而,實際網路銷售狀況卻有不同的結果。根據許多調查發現,網路消費者購買的品類排名中,以服裝和配件居冠,美容保健產品居次。而十大台灣人氣賣家中,就有三家服飾類賣家和一家美妝美保養類賣家。屬於體驗型產品的服裝類銷售,在網路購物市場中表現十分傑出。 本研究欲針對這樣理論與實際狀況的不同加以研究,探討促成消費者網購服裝的行為原因。本研究把網購行為分為「網路購買服裝頻次」、「平均網購服裝金額」和「平均網購服裝件數」;而影響的因素則從「網路使用經驗」、「網路知覺風險」、「購物導向」、「流行涉入程度」及認知中的「服裝屬性」等五大方面著手。 本研究以問卷方式獲取初級資料,收獲有效問卷共354份,經過統計回歸分析後發現,「節省力氣之便利型購物導向」、「體驗型購物導向」和「流行涉入程度」此三項,最顯著影響消費者網路購買服裝行為。節省力氣之便利型購物導向消費者,傾向具高度方便性的網際網路上購物,其網購頻次高,平均購買件數也高。若是又具備高流行涉入程度,則會增加其在網路上購買服裝的金額。此外,網路使用經驗越久、平常上網時間越長、對服裝有情感性利益及功能性利益的人,都有網路購買服裝的傾向。而還有其他顯著影響因素待於研究中一一闡述。
236

國民小學學生網路使用行為與網路閱讀素養之關係 / The Relationships between Internet Usage Behavior and Internet Reading Literacy of Elementary School Students

張爰珏, Chang, Yuan Chueh Unknown Date (has links)
本研究之目的在於瞭解國民小學學生網路使用行為與網路閱讀素養之關係,採問卷調查法收集研究資料,以全臺灣各縣市之國民小學高年級學生為研究母群,進行分層隨機抽樣,共取得有效樣本1182人。 研究工具採用「網路使用行為問卷」、「網路閱讀素養問卷」,並以t 檢定、Pearson積差相關、迴歸分析等方法進行研究資料分析,最後以結構方程式模型建立網路使用行為與網路閱讀素養模型,研究結果如下: 一、性別在資訊瀏覽與搜尋活動、線上遊戲活動方面達顯著差異。 二、性別在整體網路閱讀素養上無顯著差異。 三、年級在訊瀏覽與搜尋活動、社群活動方面達顯著差異,在線上遊戲上無顯著差 異。 四、年級在整體網路閱讀素養上達顯著差異,六年級優於五年級。 五、結構方程式模型檢定資訊瀏覽與搜尋活動、線上遊戲活動對國小學生網路閱 讀素養有顯著的影響。 六、資訊瀏覽與搜尋活動能正向預測網路閱讀素養,線上遊戲對網路閱讀素養有 負向影響,社群活動對網路閱讀素養無顯著影響。 最後,根據研究結果提出各項建議,以供教學實務上及未來參考。 / This research aims to reveal the relationship between internet usage behavior and internet reading literacy of elementary school students. This study used a questionnaire survey method to collect data. The subjects were collected from the elementary school students in 2011 by the stratified random sampling. The total valid samples were 1182. The research instruments used in this study included "Internet Usage Behavior Questionnaire", and "Internet Reading literacy Questionnaire ". Meanwhile, the collected data were analyzed by descriptive statistic, the t-test and Pearson correlation and regression analysis. Lastly, data were analyzed with Internet Usage Behavior and Internet Reading Literacy by structural equation modeling. The main findings were as follows: 1.There existed gender differences on information browsing and search activities and online game. 2.There existed no gender differences on internet reading literacy. 3.There existed grade differences on information browsing and search activities, community activities, and no grade differences on online game. 4.There existed grade differences on internet reading literacy with girls performed better than boys. 5.Structural equation modeling (SEM) showed that information browsing and search activities and online game activities had a remarkable influence on the internet reading literacy of elementary school students. 6.The study had found that information browsing and search activities have a positive effect upon internet reading literacy, and online game have a negative effect upon internet reading literacy. Community activities had no influence on the internet reading literacy. Finally, according to the findings, implications and suggestions for teaching and future researches were discussed and proposed.
237

影響閱聽人改革電視新聞意願與行動的調查研究

三議傑 Unknown Date (has links)
台灣社會瀰漫一股不信任、不滿電視新聞的氣氛,但為什麼不見民眾起身改革電視新聞呢?循著此問題意識,本論文擬定兩個研究目的:「瞭解台灣閱聽人改革電視新聞的態勢與情況」與「探究何種因素影響閱聽人改革電視新聞」。根據過去媒介改革運動發展和媒介素養的相關文獻,並考量研究資源的限制,本研究選定「社區大學」作為研究樣本,並於全台各地16所社區大學發放問卷,共獲得有效問卷552份。 研究結果發現,實際參與電視新聞改革行動(投書報章雜誌、上網留言批評、向電視台反應、參與社會團體)的受訪者人數稀少,改革電視新聞意願低落。 本研究尋找影響民眾參與改革行動因素時,發現「使用與滿足」、「媒介懷疑」和「無力感」無法預測民眾改革電視新聞行動。雖然我們從台灣社會與調查結果觀察到民眾對於電視新聞的不滿、不信任、懷疑、和對電視新聞改革的無力感,但這些負面認知並沒有影響民眾參與電視新聞改革的可能性。 本研究發現「第一人效果認知」與「媒介公民素養」為預測台灣民眾改革電視新聞行動的顯著因子。首先「第一人效果認知」與改革電視新聞行動的發現,證實唯有當民眾認為電視新聞對自己產生影響時,才願意起身改革電視新聞。此項實證結果挑戰了「第三人效果認知」中行動成分的假說。 其次「媒介公民素養」越高的民眾,參與電視新聞改革行動的機率也越高。此發現鼓勵社區大學與媒介改革運動人士持續開設「媒介公民素養」相關課程,藉由課程培養民眾參與電視新聞改革、關心電視新聞內容品質的意願和動力。
238

浮動分區開發模式之研究

鄭竹雅 Unknown Date (has links)
由於公、私部門進行土地開發時,常因土地使用分區管制之僵化性阻礙土地開發進行,故本研究之目的,為瞭解美國所實施之浮動分區是否適合實施於台灣,並希望能夠透過建立「浮動分區」之制度,增加國內實施土地使用分區管制之彈性,有效解決土地開發之問題,促進土地合理之利用目標。本研究由探討土地使用分區管制之發展、台灣土地開發過程中產生之問題,以瞭解台灣目前之發展現況,從而瞭解台灣未來實施浮動分區應具何種條件與配套措施,並獲致以下結論: 1.浮動分區是一種可隨現代社會發展需求,推動地方發展之土地開發方式,且可增加土地使用分區管制上之彈性,並配合社會動態之發展。 2.未來在實施浮動分區之初期,實施主體與區位之評選仍應以政府為主,在制度與配套措施皆建立完成後,始可進一步將民間開發業者納入浮動分區開發主體以實施開發。 3.浮動分區之開發計畫可交由實施者或開發者自行擬定,但須注意土地使用分區之相容性問題。 4.浮動分區開發計畫之內容,至少需包括合理之土地使用計畫、完善之交通計畫、公共設施計畫、防災計畫等。 5.實施浮動分區應建立完善之配套措施,如制訂實施法源、浮動分區開發許可審議規範、建立開發協議等。
239

融入臺灣:外國人使用智慧型手機為整合工具的經驗 / Blending Into Taiwan: The Expat’s Smartphone as an Integration Tool

安德魯, Genskow, Andrew Unknown Date (has links)
融入臺灣:外國人使用智慧型手機為整合工具的經驗 / Expats living in East Asian nations have a distinctly fresh view of the burgeoning cultures around them. The field of media ethnography has largely ignored this view in favor of domestic perspectives, focusing on virtual ethnography, digital observation, and the collection of empirical data within these local populations. Taiwan is a fast-evolving nation state, with an ever-increasing foreign community and a mobile phone penetration rate of 98%. This study, recounted from the eyes of an American expat living in Taiwan, examines the successes and pitfalls Western nationals face when using their smartphones to overcome cultural barriers, maintain social relationships, and build an identity overseas. The research itself takes shape through a series of one-one-one interviews, concentrating on five subjects of differing age, gender, travel background, language level and locale. The second focus is on in-depth, on-site participant observation of these individuals interacting with Taiwanese locals and attempting to build a life for themselves away from home. Observations of their daily lifestyles, combined with interview content, sheds light on the intentions and contradictions they face in using their smartphones to traverse their environment. The goal of this study is to draw a detailed and nuanced picture of the expatriate experience and image in Taiwan, as well as analyze the ability of Westerners to use technology to integrate into Taiwanese culture.
240

行動App之創新研究 / Study for the innovation of mobile Apps

翁菀瑜, Weng, Wan Yu Unknown Date (has links)
在2012年行動App有持續性的成長,主要成長動能來自於智慧型手機及平板市場的成長。根據國際數據公司IDC的報告與預測, 2012年智慧型手機出貨量將成長至約7億台,年成長率42%,平板出貨量將成長至10,740萬台,年成長率54%。在智慧行動裝置(智慧型手機、平板等)快速成長的帶動之下,行動App的市場規模亦越來越大, 根據IDC預估,全球行動App的下載數量將由2011年的300億次成長至2012年的733億次,成長率達143%。行動App營收來源不僅僅只有單次付費下載及App內付費兩種,還包括了訂閱、App內廣告或下載等其他方式。但是,其實App的獲利方式有很多種,只要讓消費者持續使用App,除了在App內提供服務讓消費者付費來獲利之外,還能透過App連結的廣大生態圈來尋找第三方付費甚至其他模式來獲得營收。 在App產業內,「免費下載」成為吸引消費者的常用方式,2012年免費App的下載數目已是付費App的10倍以上。因此本論文欲探討在免費App的產業競爭裡,App廠商如何透過「創新」來獲取價值,透過個案研究,欲研究的問題如下: 1. 廠商透過什麼樣創新的途徑在App市場裡競爭? 2. 創新為消費者帶來了什麼樣的使用者體驗? 3. 廠商若是能創造良好的使用者體驗,是否能由此持續獲取價值? 透過國外成功個案的分析結果,發現廠商透過以下創新途徑在App市場內競爭:1. App技術創新;2. App服務創新,有以下方式,1) 將技術創新轉變或延伸為各式服務;2) 連到更大的夥伴網絡或生態系統,甚至創造自己的生態系,來重新設計服務價值鏈;3) 免費的商業模式,透過贈送最有價值的資源來培養用戶基礎,才有可能在商業模式上創新。廠商透過創新可帶給使用者的經驗如下:1. 創新的使用需求;2. 降低使用者的成本;3.連結其他服務的入口平台。而廠商創造良好的使用者體驗能持續獲取價值,並且在消費者使用過程中獲取利益的方式如下:1. 透過免費服務或產品與使用者產生連結;2. 不斷更新的服務或內容,讓使用者願意持續使用;3. 給予使用者自定功能的服務來互利雙方,若是使用者不用,此功能亦不會影響服務品質;4. 「無廣告」模式能創造良好的消費者體驗。App透過以上方式能增加使用者忠誠度,透過技術或服務創新能改變商業模式;而良好的使用者經驗的確能夠為廠商獲取價值,透過不斷的創新來幫助增加使用者經驗,透過服務鏈的延伸來改變商業模式,就有機會在使用者的使用過程中獲取價值。 進一步研究台灣廠商現況,透過個案分析發現台灣廠商目前在商業模式上較無創新,但是在技術創新與服務創新的模式上已逐漸累積經驗;台灣廠商對於產品開發的方式分成兩種:一種為產品項目上的連續創新,另一種則為單一產品的漸進式創新;雖然台灣廠商進入App產業的時間不久,但是經過兩年市場經驗的累積,已逐漸了解市場消費者需求,期望能進一步改變商業模式並且朝向國際化市場。 隨著智慧型手機及平板的普及化,只要消費者願意下載行動App至其智慧行動裝置上,此App就是消費者體驗其服務的入口,再加上設計製作行動App的技術及資金門檻不高,因此各家廠商皆在思考如何透過App強化其使用體驗並且進而獲利,前提建構在消費者「願意」下載並且「持續使用」App,因此透過免費下載的模式來增加消費者的下載及使用意願,「免費」使用降低了使用者的進入門檻,良好的使用者經驗更增加了消費者對此App及其服務的忠誠度;當越來越多消費者使用後形成的規模經濟,廠商就有機會經由商業模式的創新持續獲取價值並獲利。智慧型裝置改變了消費者對電子產品的使用方式,連帶創造行動App產業的興起,藉由行動App讓各家廠商拉近與消費者之間的距離,讓廠商渴望創新以吸引消費者目光,因此行動App生態圈的擴大與成熟指日可待。 / In 2012, mobile Apps markets continue to grow since the growth of smartphone market and tablet market. IDC forecasts smartphone shipment volumes will reach 700 million units with annual growth rate of 42% in 2012. And tablet shipment volume will reach 107 million units with annual growth rate of 54%. The market size of mobile Apps would become larger due to the rapid growth of smart mobile device (smartphones/tablets) market. According to IDC’s prediction, worldwide download numbers of mobile Apps grows at 143% year-over-year from 30 billion times in 2011 to 73 billion times in 2012. Revenue of mobile Apps comes from paid Apps but also from in-App advertisement, in-App purchase, subscription and so on. As long as consumers are willing to continue to use the App, the App vendor may make revenue from their customers by some creative business models but not limited to what we had mentioned above. In App market, the most popular way to catch consumers’ eye is “free download.” The download numbers of free Apps are ten times greater than paid Apps in 2012. Although free downloads attract many trial users, App vendors should focus on that how to make their customers re-open the App or continue using the App. Therefore, this theory would like to study on that how App vendors gain value via innovations in the free App competition. Base on case study research, we would like to study the following topics. 1. What kinds of innovations are created by vendors in the competition of App market? 2. What kinds of user experiences are created by the innovation? 3. How do vendors continue to gain value by the great user experiences? According to the analysis result, we have found that App venders have two kinds of innovations. One is technical innovation and the other one is service innovation. There are three kinds of methods for service innovation. 1) To transform or to stretch technical innovation to other services. 2) To connect with larger partner networks or ecosystems. Even to create own ecosystem to re-design service value chain. 3) Free business model – it is possible to have an innovation on business model by gifting customers the worthiest resources to gain customer base. Furthermore, customers can gain good user experience via innovations in the following ways. 1) Vendors should try to create new needs. 2) The App can reduce customers’ cost. 3) The App can be the entrance to connect other platform. Therefore, the methods to enhance user experience are as shown below. 1) To connect with customers by free services or free products. 2) To update contents or services continuously to raise customers’ willing-to-use. 3) To give customers customized services. If customers don’t use the service, it will not influence their user experiences. 4) “Non-advertising” can create wonderful user experiences. As a result, App vendors can earn customers’ loyalty according to given above. To sum up, App vendors win competition and change business model by technical innovation and service innovation that creates great user experiences and worthful value as well. If vendors can keep innovating to enhance user experience and can stretch service value chain to change business model, it is possible to capture value in the customers’ experiencing process. Lastly, we have studied current situation of Taiwanese App vendors and had found that Taiwanese vendors have no innovation on business model but have some experience on product innovation. There are two kinds of product innovation. One is continuous innovation and the other one is incremental innovation. Although Taiwanese vendors are still new comers in App market, they are finding out customers’ needs and wants. They are expected to have more innovations so that they can be seen in a global market. In conclusion, the App is the knocking brick of great mobile experience since most people have smart mobile devices with Apps. Further, designing an App is not a tough barrier. All vendors are thinking about how to enhance user experience and get revenue as well. Free download brings more customers and great user experiences make customers’ loyalty. If more and more customers join to a point of economies of scale, vendors will have chance to innovate and to make value sustainably. Smart mobile devices change users’ behavior and create the market of mobile Apps. Mobile apps make vendors and customers closer so that vendors eager innovations to catch customers. App market is expected to become mature in the near future.

Page generated in 0.0328 seconds