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  • 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.
1

《第二人生》劇本創作與論述 / The Film Script and Description of "Second Life"

鄭智謙 Unknown Date (has links)
本劇為原創電影劇本,一對單親家庭父子為其主要人物,並以青少年兒子在重考班的遭遇為故事主軸。使用了一些電玩元素企圖營造虛實交雜的魔幻現實風格並隱喻真實人生,探討父子關係等人生課題。   本文共分創作論述、劇本及附錄三個部分。論述的部分首先說明了《第二人生》故事的創作背景,緊接著整理了父子關係、青少年與線上遊戲等相關文獻,其次為人物、情節與結構研究,最後以創作心得與回顧檢討作結。附錄則是本事以及分場大綱。
2

電玩遊戲熱衷者的行動意義──以家用主機遊戲的玩家為研究

黃建文, Huang, Chien Wen Unknown Date (has links)
本研究所針對的並非是家用電玩的內容本身,而針對的是那些家用電玩的熱衷者如何進行打電玩這樣一種行動。因此本研究試圖就打電動此行動本身進行實證性研究。以個人的行動出發,在研究對象上所側重的是那些對電玩投入大量的時間與精力的玩家。對於這些長時間專注於電玩上的人,是否清楚自身行動選擇的意義,在這當中的行動背後的意義為何。 / 但在研究中發現,對於這些遊戲熱衷者而言,當他們投注在當中的時間越來越多時,電玩對他們來說已不再是閒暇時所進行的活動,而是作為他們日常生活中慣習的一部份,成為他們每日的例行事項。另一方面,在這些電玩熱衷者的行動中可以明顯的發現到工具理性式的思維,把電玩當作是可以計算的對象一般不斷的進行計算。可以發現,這樣例行的義務與理性的計算使得這些人在玩電玩時,愈加的脫離了遊戲原本的意義。於是在這種工具理性式的思維背後,所顯現出來的就是在當中的慾望壓抑的過程。而重點在於說,當他們進行遊戲的過程時,這樣的工具理性作為一種手段,就是以慾望壓抑的展現作為他的趨力。
3

數位娛樂產業商業模式演進- 日本電玩產業個案探討 / Evolution of Digital Entertainment Business Model: Research of Japan Video Games Industry

談家宏, Tan, Chia Hung Unknown Date (has links)
數位娛樂產業為新型態產業,自2000 年數位元年起,全球各國無不積極推 動相關建設,期望帶動相關動畫、線上影音、數位遊戲等的整體發展。由於數位 內容關係到一般大眾有關生活上有關娛樂、文化、教育、出版等產業脈動,近幾 年迅速成為眾所期待的焦點。數位化娛樂從技術面開始帶動產業的革新,各種因 素相互發生變化,加上消費者行為發生變化的結果,使得企業發覺過往商業模式 有所不足。企業必須審視自身、重新界定價值才能抓住機會。台灣科技業實力堅 強,聞名於世;但是相對於日韓等國,數位娛樂產業之發展規模尚淺。然而數位 化議題日趨重要,相關發展機會如雨後春筍般出現,不得等閒視之。 本論文在文獻探討主題上,把焦點放在幾個重點:數位娛樂產業、商業模式、 商業模式創新。本研究試圖了解當今數位化趨勢與特徵為何,並從學者文獻中整 理理論架構,找出商業模式重要面向為何。接下來以任天堂與Sony Computer Entertainment 兩間公司為分析個案,描述兩間公司如何發展商業模式面對社群 遊戲挑戰,用以實證關於商業模式理論架構以及歸納個案產業特徵與發展特色。 最後,本研究歸納出以下結論:商業模式之建立以核心價值為中心,且核心 價值做為一切的基礎,不會隨意變動。企業應該妥善運用資源擺脫惰性,求新求 變,以靈活、充滿彈性的商業模式來發揮核心價值,因應挑戰。當環境條件允許 的情況下,企業便能夠以自身能力來改變環境,或者有時亦須被動地因應環境需 求做調整。最後,商業模式之建立為一連續過程,而在模式建立的過程中,產業 之間也有機會產生連結,進而合作,共創、共享價值。 關鍵字:數位娛樂產業、商業模式、電玩產業、任天堂、SCE、社群遊戲。 / 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.

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