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noneSu, Kai-zu 31 July 2004 (has links)
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The online game industry development and international strategy in TaiwanLai, Sian-Yi 27 October 2010 (has links)
Taiwan's online game industry from July 1999 Lager technology company launched its first self-made online game, "King of Kings" in Taiwan can have the strength of online game development. Love justice from 2000 Japanese JSS International also represents the company's "Stone Age", and also South Korean Deputy Gamania NCsoft's "Lineage", Taiwan began to develop the online game industry.
This study discusses the Asian online game industry in the development of major countries such as Japan, Korea and mainland China through Michael Porter's Diamond Model. Diamond Model proposed by the factors of production, demand factors, related and supporting industries and firm strategy, structure and competition, etc. There are four options the Government and the chance to face the two surfaces as a study aid purchase theoretical basis for online games in Taiwan market for research and analysis, which found that Taiwan's online game industry is facing a critical stage of development, the Government has been too slow, so the domestic company already own alliance to the government for help, hoping to help Taiwan game company to reduce the access to Chinese market barriers, but also hope the Government can set up the digital content industry park, providing preferential tax rates in order to promote the development of industrial cluster competitive environment.
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Exploring Social Network and Interaction Patterns of Massively Multiplayer Online Role-playing PlayersLai, Yen-Ling 06 August 2011 (has links)
The interaction in massively multiplayer online role-playing games¡]MMORPGs¡^form a considerable component in enjoyment of playing¡]Kerr, 2006¡FCole & Griffiths, 2007¡^. So player is attracted by the more interactive online gaming. Therefore interaction is extremely important for MMORPGs.
However, according to Freeman (2004), much of the research focused on individual behavior, but ignored the social dimensions of the influence between relationships and individual behavior. The research of online gaming has neglected that too. Therefore, the purpose of this study is to explore how is the social network of MMORPGs players in the game¡HAnd what effect will social network have on players¡¦ interaction patterns¡H
In this paper, the survey has been completed online by 337 players, who reported on their buddy list, ego-centered network, and interaction patterns. This study explored that male role is more skilled in technical behavior¡Fthe social capital of players involved in online gaming communities is more prosperous. It is found that the ego-centered network of players positively affects players¡¦ interaction patterns. Friendships are connected with strong ties, but acquaintances are connected with weak ties. Both of them could affect players¡¦ interaction patterns, but the influence of friendship is relatively higher than that of acquaintance on players¡¦ interaction patterns.
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The study on operating system of game software firms, from Dynamic Capability Perspective's point of view.Huang, Yu-Ju 24 June 2003 (has links)
In the present day, the worldwide competition has emerged in the high-tech industry, such as semi-conductor, information, and software etc. Industry observers have perceived a dilemma companies encountered. A large number of companies have accumulated some valuable resources, but they can¡¦t transfer their valuable resources into useful capabilities, let alone using them to build the long-term competitive advantage. However, in the shadow of worldwide recession, game software industry acts in the opposite way. Due to the prosperity of online games, increasing numbers of game software companies perform quite well, even more go on pubic offerings. In fact, the game software industry is a highly competing and turbulent context. In this industry, understanding how these firms striving to accumulate and make use of their resources and capabilities to achieve the expected performance brings the motive of this research. The focal point lies in the interrelationship between these processes.
To react to the new type of competition, the research starts from dynamic capability viewpoints, analyzing the operating processes of game software industry firms towards resources and capabilities and interrelationship between them and organizational performance. The result shows in two dimensions:
1. The mutual influence between dynamic capabilities
In the evolutionary process of a firm, the development of a successful path has been influenced by the intensity and direction of firm¡¦s learning capability. In a high velocity market, learning capability has obtained not only from the performance and trial and error experiences from events, but also from external environment. Besides, learning capability facilitates the fostering of resources reconfiguration when it¡¦s necessary to make any prompt correction. In such a turbulent context, in order to lower the increasing complexity of internal resources position resulted from external risks, firms tend to enhance the elaboration towards managerial process, such as the capabilities of integration, learning, reconfiguration, and transformation. Systematic tools used in traditional managerial process have difficulty when applying to the high velocity markets. To improve the timeliness of integration, informal interactions become the most important parts of internal operations.
2. The relationship between dynamic capability and organizational performance
Due to high organizational flexibility firms in the game software industry need, more emphasis should be put on the integration of managerial processes and routines of execution. The consistency within process and routine can be regarded as one of the standards of performance evaluation because the well development of managerial process and routine will facilitate the building of competitiveness. Meanwhile, research shows, in a high velocity market, both the technological capabilities and timeliness of interaction between complementary assets are the two main factors in the process of commercialization of new technology, thus become another factors that influence on the market performance of organizations. In responding to the change of external industrial structure, in order to improve the performance by external resources, firms tend to make use of their high popularity and reputation to form alliance with different industries. This move not only improves their popularity but also facilitates the fostering and obtaining of new capabilities.
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The Research on The Strategy of Building Channel in Taiwan Game Industry ¡X The Case of Company G.Chang, Chih-Hung 14 August 2008 (has links)
In 2000, the e-Commerce environment in Taiwan was still under development, and many Internet businesses were trapped in the crisis of dot.com bubble. One of the key factors is that the delivery of internet service and the fee charging methods had not been operated efficiently, due to causes of limited bandwidth, consumers¡¦ unfamiliarity with the internet services, and unsophisticated payment tools. However, the online game industry in Taiwan was not affected by the crisis, instead, related businesses emerged quickly. When facing the same e-commerce and network environment, how did the online game industry establish its channels and offer effective internet service and payment methods to help the consumers completing the product acquisition and transaction is a topic worth studying.
Therefore, this research reviewed the market survey statistics and literatures concerning the internet development in Taiwan from 2000, and generalized the causes of the prosperity of online games in distribution channels, when e-commerce failed to develop. The research method was qualitative interview with the senior manager of G company, a representative company of the online game industry, and the senior supervisors of the channel strategy plans, in order to develop the channel distribution strategies of this case company.
The key information obtained from interviews included:
1) understanding the channel distribution strategies of G company at that time;
2) establish the interconnected strategy activity system based on the channel strategy;
3) record the achievements of the channel strategies implemented by G company.
Besides using qualitative interview to learn about the channel establishment strategies of G company, this research also probed into how the strategies could solve the problems of e-commerce at that time. Lastly, it proposed several suggestions to the innovative thinking and improvement of G company and online game industry, based on the development of the online game industry and future of e-commerce, in order to contribute to the channel establishment of the company and the industry.
Keywords: online game, e-commerce, channel establishment strategies
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The Pricing Strategy Analysis of Virtual Products in Online Games with Game Theoretical ApproachKao, Kuo-Shu 27 January 2010 (has links)
The development of online game in Taiwan is matured and there are also many derived products about it. The total output value of online game industry is still growing at present and the growing rate is at about 8.5% in 2010. There are still many issues worthy to be discussed at the same time.
First of all, this research classified the virtual products of online game. Secondly, by analyzing the documents about network externality, the research discussed the effect that those products could influence online game players. Next, with the game model which constructed in the research, the interaction of ¡§paid-player¡¨, ¡§free player¡¨ and ¡§potential player¡¨ were discussed. Finally, the research also analyzed the consumer behavior under different situation of network externality and gave some pricing reference for online game firms.
There is the conclusion of the research. To maximum the profit, the online game firms must set higher price for those virtual products which may have negative effects compared to those products which do not have negative effects.
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The Relations between News Management andStock Price-A Case Study of Soft-World GroupYu Lin, Hsin 25 August 2011 (has links)
Online game industry has not only been an emerging industry in the twentieth century, but also an industry with the largest economic scale within the digital content category. Soft-World International Corporation was the first gaming company to be listed in Taiwan in March 29th, 2001. By May 31th, 2011, more than 10 gaming companies have been listed on the GreTai Securities Market (GTSM) in Taiwan, making it one of the trading markets in the globe with the most number of gaming companies in it.
Moreover, as Korea created online games; Taiwan, Hong Kong and Macau prospered them, and China owns the largest online population, Asia has become the most active market for the online game industry in the world. Therefore, studies in online game markets have drawn the attention among local and foreign investors for the past 10 years.
In Asian markets, gaming stocks in Taiwan are being highly emphasized; meanwhile, GTSM also stresses the importance of corporate governance and investment environment. Hence, this study ¡§The Relations between News Management and Stock Price ¡V A Case Study of Soft-World Group¡¨ focuses on how gaming companies deal with news pieces. The management team will have a better understanding and control of how stock price is affected by spreading out press releases through the media and making public announcement on the Market Observation Post System. In terms of corporate governance, what are the management behaviors and ways to instantly deal with the media essential to investors who would further make comments about the company and eventually fluctuate the price?
This case study gathers and analyzes the historical news, public announcements and stock prices from the two listed companies in Taiwan¡¦s leading gaming enterprise, Soft-World Group ¡V the parent company, Soft-World and its subsidiary, Chinese Gamer .
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Community website use research Take a junior high school students use Facebook an exampleHuang, Shun-pin 14 September 2012 (has links)
Abstract
The thinking of subverting the Internet world is ubiquitous. In Taiwan, a wave of ¡§Happy Farm¡¨ made FACEBOOK popularity soar. Community management of this site includes dynamic sharing, online chat, Club management, Fan zone, and many other online games. It also lets the application designers enrich the site content in an open way. ¡§The Facebook¡¨ operated from February 2004 to the present. Now review the Facebook site, and it¡¦s not difficult to find the design term constantly updates connotation philosophy to match up the various types of users.
The study of the social networking sites shows that the ages are on the downward trend. For now, from the 13-year-old junior high school students to the general public are included. In Taiwan, ther e are 12,107,600 population using the Facebook.(101.7.5 Ministry of the Interior statistics). Taiwan¡¦s population accounts for about 23,261,747. It means half of Taiwan¡¦s population using the Facebook. The proportion is quite popular, which is an important reference for the study of nation also of information technology in Taiwan.
The research focused on the junior high school students¡¦habits of using the Facebook. We also cited the junior high school teachers¡¦ observation and interviewed development applications industry to construct the overall architecture which can be used to observ how the habits influence the students¡¦ lives and know the changes brought about by the community website. The conclusion is to give parents , teachers, and the community one note about the junior highschool students¡¦ use of the community network.
The results of the following four conclusions.
1. FACEBOOK is the website of the ¡§Interpersonal Community¡¨.
2. FACEBOOK advantage is high interaction, free, and diverse functions.
3.Woman users¡¦rate of response on website message is high than men¡¦s.
4. Higher grade students who use FACEBOOK have better interpersonal relations.
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A Study of Innovation Development Model of Value-added Services for Broadband InternetShih, Hung-Lin 29 July 2003 (has links)
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An Empirical Analysis of The Factors of Online Game StickinessTsai, Ho-huang 21 July 2008 (has links)
The explosive proliferation of Internet usage has enabled a number of new online communities to be established. Among them, online games have been representing the leading technological edge of the entertainment sector and the trend is expected to continue. The nature of Internet has enabled its users easy to hop from one website to another only several clicks away with very little cost. While website stickiness is regarded as a significant factor to e-commerce success, how to attract the attention of gamers and make them stick around has become a big challenge for both online game developers and providers. Based on the uses and gratification theory, this study proposed a model which integrated use and gratification with service mechanism (i.e. fairness, security, and incentive) and media factor (i.e. spatial presence and social presence) to investigate what determines player¡¦s online game stickiness. The partial least squares method was applied to empirically evaluate the proposed model using survey data collected from 274 online gamers. Our findings indicate that all variables except presence have positive significant effects on continuance motivation (CM), and CM also significantly affects gamers¡¦ stickiness. The implications of this work to both researchers and practitioners are discussed.
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