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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.
941

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.
942

Les risques découlant de la diffusion sur les plateformes néomédiatiques du point de vue des producteurs audiovisuels

Leblanc, Evelyne 12 1900 (has links)
La diffusion sur les plateformes néomédiatiques d’œuvres audiovisuelles, comme les sites Internet des télédiffuseurs ou des webdiffuseurs, la vidéo sur demande, la télévision mobile ou la webdistribution, modifie les risques que les producteurs audiovisuels doivent gérer normalement sur les plateformes traditionnelles, comme la télévision. La mutation des risques découle de quatre sources en particulier, soit du marché, des pratiques d’affaires, des lois et règlements et des techniques elles-mêmes. Ces sources peuvent également induire des normes pouvant constituer un cadre juridique afin de moduler ou éliminer les risques. Le présent mémoire analyse les risques encourus lors de la diffusion sur les plateformes néomédiatiques d’œuvres audiovisuelles du point de vue des producteurs par l’entremise du processus de gestion de risques. Il identifie et recense ainsi les risques en mutation et les nouveaux risques auxquels les producteurs sont confrontés. Puis, les risques identifiés y sont définis et le cadre juridique est abordé dans le contexte de la mise en œuvre d’une stratégie de gestion de risques et des mesures afin d’atténuer ou d’éviter les risques encourus par les activités de production et d’exploitation des producteurs. / The broadcasting of audiovisual works over new media platforms (for example : broadcasters’ websites, video on demand, mobile television or the distribution over the Internet) alters the risks producers usually face when broadcasting over traditional platforms like television. The transformation of risks has four main sources: the market, the business practices, the laws and regulations and the technologies themselves. These sources may also engender standards to create a legal framework that can modulate or eliminate the risks. This thesis will analyze, from the point of view of audiovisual producers, the risks incurred by broadcasting audiovisual works over new media platforms. This analysis will be made under the theory of risk management. First, the modified risks will be identifying as well as the new risks the producers are confronted with. Then, these risks will be defining and the legal framework will be studied as well as the risk management strategy that could help producers limit or avoid risks incurred by their productions and their exploitation activities.
943

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.
944

創作交流平台經營模式與著作權議題之研究 / A Research on Business Models and Copyright Issues For the Creation Communication Platform

張文愷, Chang, Wen Kai Unknown Date (has links)
隨著網際網路興起,資訊的交流與傳遞產生了革命性的變化,同時也影響了許多產業既有的經營與交易模式,電子商務以及產品/服務數位化的概念開始大行其道。近年來,網際網路的即時性與互動性,更促成平台經營模式的興起,藉由打破傳統交易模式中單向的供應鏈形式,平台建立了多方使用者對資訊及產品/服務在供給與需求上的循環性,促成交易成本降低,進而創造更多新的商機。 以傳統出版業為例,受限於書籍在印刷出版時高額的固定成本,廠商通常只能向已具有市場規模的知名作家或經濟人進行作品出版的提案與邀約;而對於消費者來說,也僅能就市場提供的產品進行選擇。另一方面,對於許多有潛力但尚未被發掘的創作者而言,也因為缺乏能實際接觸市場的機會與管道而遭到埋沒,而對廠商來說,過高的搜尋成本與投資風險也形成了發掘這些新銳作家的障礙。 本研究試圖以平台策略與經營模式為基礎,探討創作交流平台對於傳統出版業以及其數位化過程中所產生的衝擊與影響,並試圖建立一套能有效促成創作者、使用者與廠商三方獲益的資訊交流平台;最後,針對創作在數位化過程中最容易遭遇到的著作權問題,本研究也將以平台經營管理的角度加以審視分析,並提出相關政策上之建議。因此,本研究之研究問題係總結為以下三點: 1.創作交流平台對於傳統出版業與出版數位化的影響與競合關係 2.創作交流平台經營模式與成功關鍵之分析 3.創作交流平台著作權法律相關政策與議題之探討 / As Internet became more and more popular, there was a revolutionary change about transportation of information, and it also deeply influenced many industries’ original operation and transaction models. For this reason, e-commercial and digitization of products and services started to prevail. In recent years, because of Internet’s instantaneity and interactivity, platform business models start to spring up. By breaking through the traditional one-way supply chain, platforms try to find the circulation between each type user’s supply and demand of products or services. Platforms model decrease the transaction cost and help many people find the new business. Take traditional publishing industry for example, for fear of the high fixed cost of books publishing; publishers only publish books by well-known authors or through agents with good reputation. For customers, they can only passively choose from the items supplied. Besides, many potentially brilliant authors may be neglected under this circumstance, because they lack channels to approach the market and audiences. Considering the searching cost and risk, it’s also difficult for publishers to discover these potential creators. This research will be based on platform strategies and business models, discussing the influence and transformation result from creation communication platforms during digitization process of traditional publishing industry. Furthermore, this research will try to build up a platform business model to make users (including creators, audiences and publisher) profit. At last, this research also covers the copyright issue about creation communication platform, and brings up some advices for platform policies. After all, this research will focus on three questions as below: 1.Influence and transformation result from creation communication platforms during digitization process of traditional publishing industry. 2.Analysis about creation communication platforms’ business models and key factors for making success. 3.Discussion of creation communication platforms’ copyright issues and related business policies.
945

平台商業模式對智慧資本投資及企業價值影響 — 以台灣資訊服務業為例 / The Relationship Between Platform Business Model, Investment in Intellectual Capital and Corporate Value — Evidence in Taiwan Information Service Industry

陳子恩 Unknown Date (has links)
資訊服務業為知識經濟下的代表性產業,其企業價值的創造可以說完全來自 於智慧資本的累積與影響,而對於台灣經濟而言,資訊服務業亦是新興的成長動 力來源。伴隨著網路科技的發達,近期資訊服務業中亦產生異於過去單方向進行 軟體開發及推廣的平台商業模式(Platform Business Model),舉凡電子商務、 線上遊戲、社群網站及通訊軟體皆在此範疇內,而根據 Chesbrough(2006)的開 放式創新理論,平台型企業是最能適應環境變化,亦能最快、最有效率達到創新 的公司,擁有更強的競爭優勢。 因此,本研究主要探討在資訊服務業中,平台型商業模式如何影響企業在智 慧資本上的投資,以及如何影響企業價值。本研究以台灣上市(櫃)資訊服務業 近 2012-2014 年的資料為樣本,利用追蹤資料迴歸模型(Panel Regression), 控制公司成長面、獲利面、風險面及公司規模,並固定年份所帶來的時間效果, 探討在產業當中平台商業模式對智慧資本投資以及企業價值的影響。 實證結果分為三個部分,(1)選擇平台作為商業模式,能帶來更高的企業價 值,並且顯著異於其他非平台資訊服務同業。(2)資訊服務業的關鍵智慧資本為 人力資本,然而資訊服務業中的平台模式更強調結構資本的重要性,相較之下非 平台的資訊服務同業在顧客資本的投資能帶來更高的企業價值。(3)對於平台模 式而言,人力資本與結構資本之交互作用,能為企業價值帶來顯著性的綜效,但 非平台模式在各個智慧資本間則沒有綜效產生。 / As a representative industry of knowledge economy, all the value creation of Information Service value is from the Intellectual Capital(IC). Besides, for the economy of Taiwan, the sector is also the new engine of economic growth. With the development of the Internet, information service industry in recent years has produced a different business model, transformed from “single direction software development” to “multi-sided market platform”, which included e-commerce, online games, social media and instant message service. According to the theory of Open Innovation by Chesbrough(2006), this kind of platform business is the most able to adapt to environmental changes, also the fastest, most efficient achieve innovative company, and has a stronger competitive advantage. This study focuses on the platform business model and IC of Information Service Industry, and tries to decode how platform business model affects investment in IC, and how it affects corporate value. The study collected the listed Taiwan Information Service companies in 2012-2014 for data sample, uses Panel Regression Model with the control of the company's growth, profitability, risk and size, and fixed the year Effect, to investigate the effects of the platform business model for IC investment and the impact on corporate value. The evidence can be divided into three sections: (1) In the industry, platform business model can lead to higher corporate value, which also significantly different from other internet information services peers; (2) Human Capital is key IC for Information Service Industry. However, platform business emphasizes more on the importance of Structural Capital, compared with other peers of the industry which investment of Customer Capital would lead to higher corporate value; (3)The interaction of Human Capital and Structural Capital can bring significant synergy on corporate value for platform business, compared with other peers of the industry which have no synergy between ICs on corporate value.
946

新能源經濟的創新商業模式之研究 ─ 以資訊科技產業為例 / A Study on Innovative Business Model in the New Energy Economy ─ Taking IT Industry as an Example

沈建銘 Unknown Date (has links)
能源的議題牽繫人類文明的發展,在開發與運用的同時,也伴隨相當的代價。當代所因應發展的新能源經濟,在全球範圍內希冀提供人類前進的方案。 在新能源經濟的浪潮中,三個主要支柱分別是可再生能源,智慧電網與智慧家庭,以及電動車。我們解構產業的組成與價值鏈,分析產業的發展現況,並探究可行的技術運用與商業模式。 最終希望結合我們所擅長的資訊科技,在經濟層面為這片土地作出貢獻。
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Einsatz Virtueller Welten in der Aus- und Weiterbildung – Das Projekt Bio-VWe

Lattemann, Christoph, Stieglitz, Stefan 09 May 2014 (has links) (PDF)
No description available.
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網路購物平台商業模式探討 / A Case Study on the Business Models of E-commerce Platforms

廖鴻銘, Liao, Hung Ming Unknown Date (has links)
本研究的主題是平台商業模式,研究的主要動機是近來不管是從SAP全球輔導過的各產業企業或是在EMBA探討過的無數個案中,發現一個成功企業都有一個共通的元素,就是它們都擁有一個優秀的商業模式,而進一步去檢視這些企業,發覺越來越多成功企業是以建立平台連結多方群體的平台式商業模式快速崛起,它們打破競爭的疆界,很多屬於傳統直線式產業鏈的企業因而紛紛敗下陣來。 鑑於研究者在剛出社會時曾經創過業,加上在外商的工作雖然收獲高於一般人,但總覺得為人作嫁且外商績效掛帥變動性大,因此有朝一日還是想要再次自行創業;加上此刻台灣的產業都面臨轉型,因而想利用這個論文來好好研究與探討這些平台企業的成功之道,歸結出實務建議供未來再次創業時參考,並提供給想轉型或發展平台商業模式的台灣企業參考! 平台商業模式廣泛出現在各種產業中,受限於研究資源限制,本研究僅以電子商務為研究範圍,本研究選擇國內四家電子商務領導企業為個案研究對象,研究其成功的平台策略,及如何以平台為營運模式持續成長。另外,本研究也以商業模式圖(Business Model Canvas)來分析個案公司,探討其如何建立目標客戶群?如何建立營收模式?如何持續成長?最後,整合與分析其平台策略與商業模式的優劣,歸結出發展成功平台商業模式所應具備的資源與方法。本研究彙整結論如下: (一)找到存在於群體間尚未被滿足的需求,利用平台連接群體並建立互動機制,來提供價值與滿足需求並創造營收。 (二)建立完整的平台生態圈機制設計,讓平台本身與各邊群體成為關鍵資源。 (三)建立成長策略,持續以創新及創意來創造新的平台核心優勢來克服競爭與覆蓋威脅。 關鍵字:商業模式,平台策略,電子商務,創新擴散,價值網,網路效應,賽局理論。 / The theme of this research is to study the platform business model. The main motivation is the recent study whether counseling in each industry from the SAP global enterprise customers or EMBA explored in countless cases. The finding is that a successful business has one common element which they have a good business model. And further to examine these companies, most of the researches show that more and more successful companies have a significant and fast growth through platform business model that they build up a platform to connect multi-group. They break the boundaries of competition, so lots of the traditional linear chain companies have been defeated. Since the researcher used to start-up a company in earlier career stage. Also, although working in the global company has very good compensation compared with the local company. But always felt that work for others without profiting return and global vendor is pure performance driven with heavy pressure and dynamic change. So the researcher plans to re-start up the new business in the future. Besides, at the moment that all the Taiwan manufacture oriented companies are facing business transformation. Therefore want to take advantage of this thesis to investigate success of these platform companies. To conclude with best practice recommendations for reference once start-up a new company in the future. Also, provide reference for Taiwan companies that want to turn business transformation into platform business or start-up a new platform business. Platform business model is widely present in a variety of industries, subject to the limitations of research resources, this study only focus on the scope of E-commerce. This study chose four domestic leading E-commerce enterprise as a case study. Aim to study its successful platform strategy, and how to continue to grow with platform business model. In addition, this study also adopt the business model canvas to analyze the cases of companies that explore how to establish the target audience?How to build up revenue stream?How to continue to grow?Finally, consolidate and analyze the merits of its platform strategy and business model. And came out the must have resources and methods to develop a successful platform business model. This study aggregated the following conclusions: 1. To find out the unmet needs between the groups, take advantage of the interactive platform to connect groups and establish mechanisms to provide value to meet the demand and create revenue. 2. To establish an complete platform ecosystem with solid mechanisms. Let the platform itself and each side of the groups become the key resource. 3. To form a growth strategy, continue to equip innovation and creativity to create new core competence for a platform to overcome the threat of competition and coverage. Key Words:Business Model, Platform Strategy, E-Commerce, Innovation Diffusion, Value Net, Network Effect, Game Theory.
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Value Co-Creation & Proposition in Service Business Models & Eco-Systems – Interactions, Perspectives, Roles : 20 Manager Interviews in SMEs & MNCs 3 Case Studies from IBM (Leadership, Strategy, Technology, Services)

Tošić, Damjan, Bhatty, Usman Tariq January 2014 (has links)
The academic and business understanding of how Business Models through Service Logic co-creates, proposes, and captures value in extensive and complex Networked Systems is at its first daylight, specifically in the context of Service Systems with their Ecologies. With the complexity emerging in the Service Economies along with the advances in Information and Communication Technology such as the Cloud and Big Data, to describe and define the business operations, units, and value propositions consequently is done by business modeling and innovation of the company to acquire a current or new capitalization strategy, control and execution. Open Business Models such as the Business Model Canvas are easily integrated in existing or new Enterprises and Service Systems, and aim to facilitate the development of private as well as public entities in adapting, accessing, and integrating operant and operand resources by the ever-so-more used Service Logic. A Service Business Model has the academia and business recognized Service-Dominant Logic (S-D Logic) as a foundation for sensemaking in complex Networked Systems and Service Economies. The authors have conducted 20 face-to-face interviews with private and public company managers at all levels, review of literature in the Business Model and Service Logic fields, and also reviewed case studies from IBM on Business Models and its Leadership, Strategy and Technology (and Services) – which is a natural extension of our Interdisciplinary and Systems Sciences studies with S-D Logic at Karlstad Business School and Karlstad University for the past four years. The author’s research, interviews and IBM’s case studies show a need for further conceptualization and sensemaking of the Value Co-Creations and Propositions in Service Eco-System settings – and also decision-making assistance for managers designing, innovating and using Service Business Models to create sustainable Ecologies. Moreover, a Leadership perspective with a systems level strategy in Service Eco-Systems through externally-faced Value Propositions with the ability to create opportunities needs to be developed through a systems thinking. Furthermore, the quality of interaction, shared information, and influence in Dyad Perspective to facilitate Triad Relationships captures value – which is facilitated by the new Service Canvas Business Model. We argue for a multiple perspective in Service Business Models to cater both partner and customer perspective with internally- and externally-faced Value Propositions to Co-Create or Capture Value – we see that this requires an objective (objectification) foundation for consensus; the 4C model. We contend that Service Eco-Systems cannot scale or sustain without the proper use of Technology specifically Communication but also Information, which determine most of the quality in modern and digital service interactions and perspectives. Our interviews, reviews, and cumulative research in Service Business Models and Eco-Systems with IBM case studies are all strong foundations for current and future research but also for business practice today.
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新創事業掌握創業機會與調整營運模式之探索性研究 / Seizing Entrepreneurial Opportunities and adapting Business Models of New Ventures: An Exploratory Research

蘇惟宏, Su, Wei Hung Unknown Date (has links)
網際網路(Internet)於1990年代中期蓬勃發展以來,營運模式(business model, BM)成為創投業者(venture capitalists, VCs)評估新興dotcom廠商能否在競爭中勝出的準則。從相關文獻指出,成功的營運模式不僅可形塑新產業,甚且重新分配新價值。因此,營運模式對廠商在市場的持續競爭力,求取生存與成長,具有重大的影響。 市場競爭的本質是以動態呈現,本研究嘗試探索具有動態性之營運模式架構。依循Eisenhardt(1989)個案研究法,本研究以6個新創廠商個案進行深度訪談,將訪談逐字稿進行逐句、逐段分析,歸納整理個案研究發現,並進行跨個案分析以取得個案的型態(pattern)。 從個案研究發現與分析,廠商必須面對環境、技術及競爭者等不確定性因素,廠商的營運模式須從外部不確定性因素中,發現具有利基的創業機會,也就是:廠商須提出能夠打造具利基市場之定位與地位之「價值主張」,以及提供生存與成長的動能之「獲利能耐」。從本研究發現與分析萃取出4個營運模式要素,亦即:廠商必須能夠擁有與動員「關鍵資源與能力」;建立「網絡與平台分享機制」;注重能夠產生領導趨勢、深度體驗及高築障礙之「產品/服務之設計與品質」;充分發揮擴展共創雙贏之「在地智慧」。然而,營運模式在動態的環境中,並非一成不變,廠商必須持續透過「配適、校準、嘗試錯誤及快速商品化」之動態調整機制,才可讓營運模式具有與時俱進的持續競爭力。 / In mid of 1990’s, the era of Internet booming, business models (BMs) had become the most important evaluation tools of venture capitalists to emerging dotcoms whether they can be successful competition from the market or not. From the literature review, it showed that the successful BM not only had reshaped the whole industry, but also had redistributed billions of dollars of value. For above reasons, BMs heavily influence to firms’ performance for getting survival and growth in competitive markets. The competitive nature of markets presents a dynamic characteristic. Under this circumstance, this research tries to explore the architecture of BM that is with the adapting mechanisms to a dynamic and competitive market. The research employs case study methodology and conducts 6 new venture cases. The first research question is to explore new ventures how to seize entrepreneurial opportunities. It can be found out new ventures how to confront uncertainties including environments, technologies, and competitors, which construct antecedents of BMs. From research findings, there are two antecedents, one is value propositions which make firms to craft a special position in a niche market, and the other is profitability capabilities. The second research question is to explore new ventures how to build up BMs and adapt to the dynamic settings. Extracting of case studies findings, there are four elements, including key resources and capabilities, sharing mechanism in network and platform, design and quality in products/services, local intelligence. Also, from the research findings, there are four mechanisms of dynamic adaptation, including alignment, fit, trial and error, and commercialization. In the dynamic markets, the optimal status to BMs is to adapt and renew automatically. On one hand, it makes firms to sense and seize opportunities which are coming from external uncertainties; on the other hand, firms have to keep their BMs on the right trajectory with mechanisms of dynamic adaptation. BMs with adapting mechanisms can make firms keep competitive advantages.

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