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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

Research for company rivalry--take TV-game machine company as example

Pan, Chao-Chu 11 June 2001 (has links)
­^¤åºK­n I/O, resource-based theory ,or strategic group are usually used for analyzing the competition in industries in the past., but they seldom show the tiny reciprocal interaction between companies. So this research use case study to demonstrate the rivalry between companies in an industry. This research take TV-game machine companies as research targets. The scope starts from Nintendo entering this industry in 1983 to SEGA leaving this industry in 2001. Because the relative researches for TV-game machine were quite few, therefore this research starts from the information gathering about this industry, that trying to mention the outline and nature of TV-game machine industry. Then analyze this industry by rivalry theory. At last, according to the theories and the real competition between companies, this research infers the propositions and findings. The findings are: The TV-game machine industry is greatly influenced by three components; they are the TV-game machine companies, software companies, and consumers. Thanks to that the software companies have to give money to the TV-game machine companies, so TV-game machine companies profit from not only the consumers, but also the software companies. And the willing for consumers to buy a TV-game machine is affected by the function of the machine itself and the amount of games issued by the software companies. From the history of the TV-game machine, this research finds the issue of TV-game machines has the phenomenon of discontinuous invention. From 8 digital, 16 digital, 32 digital, 64 digital, to 128 digital, companies penetrate market by issuing more powerful TV-game machines. Though this discontinuous invention has the effect to raise the rank of companies, but due to the difference of specification between the new type and the old one, the new generation is not able to play the software for the old one. The environmental factors faced by the TV-game machine companies are: 1.The difference of machines between each company is not specific; 2.The entry barrier for TV-game machine industry is high; 3.The amount of sells is affected by time and software; 4.The market uncertainty often rises for the sake of low supply; 5.The market commonality is high. This research has the following findings: 1.To compare with common condition, when the life of products goes into the decline period, the monopolizing companies may take price competition as the means to increase the selling of products. 2.In monopolizing industry, companies seldom attack. But if some company takes tactic attack action, other companies will response quickly. 3.The companies will think over the reputation of other competitors in the industry before attacking, if the competitors had the records of responding strongly after being attacked, the companies may not attack; 4.In fast-cycled industry, if the companies issue new products in a hurry, the advantage of first mover is not obvious; 5.When companies don¡¦t have enough resource to take strategic action, they may take tactic action as substitute; 6.In fast-cycled industry, when companies involved in have immense scale, they can ask their suppliers to produce specific products just for them via their strong negotiation power; 7.To the contrast of initial period of industry, the entry barrier is higher in the mature period. When industry gets mature gradually, the firms have to issue specific products which have not only good quality to satisfy spoiled consumers. When industry gets into mature period, firms will take action to raise their market share.
2

青少年涉足電動遊樂場的相關因素及其替代性方案之探討 / why the reasons adolescents involved in playing TV games in penny arcade and to recommend some substitutional leisure ac- tivities.

黃德利, Hwang, Der Lih Unknown Date (has links)
本研究的目的是探討青少年涉足電動遊樂場打電動玩具的原因及了解青少年打電動玩具所獲得的心理體驗,並希望從這些結果中找出可以替代打電動玩具的其他休閒活動。本研究以30名台北市國民中學二年級男性學生為研究對象,利用半結構式問卷進行面對面的訪談,然後把受試者的訪談資料根據質的分析的方法分析結果。結果發現青少年涉足電動遊樂場打電動玩具的主要原因是受到人格因素、情境因素及打電玩的心理體驗三方面的影響,而最可能的替代性方案是利用視訊為媒介進行電腦教學,並依據結論提出對結果的討論及對學校、家長的建議。

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