日本遊戲產業歷史悠久,自1980年代成立以來,培養眾多具備經驗與獨特內容的企業群聚,至今仍在全球遊戲市場扮演要角。但隨著市場全球化以及產業風向的轉變,日本遊戲產業的優勢已經大不如前。不僅遊戲企業的研發能力下滑、遊戲平台銷售萎縮,國內的遊戲市場也發生「質變」。
任天堂、索尼過去曾以產業龍頭之姿,領導遊戲平台的商業模式。在遊戲產業的平台與市場走向多元化以後,則經由次世代遊戲平台與網路服務的發展,嘗試複合的商業模式。如何把握並理解這一系列現象,成為本研究的出發點。
本論文討論任天堂、索尼的網路服務策略,自帳戶、下載、媒體、連線等使用政策檢視其策略內容,並從資源、價值、競爭與需求等角度分析策略因素的影響。以共同結構聚焦之方法,設計比較研究分析。研究過程參考專家學者的研究專書、期刊論文等文獻;同時援引日本智庫統計的遊戲產業數據,經深度訪談法參考企業與學者的意見,提高本論文的參考價值。
本研究發現,不同的策略因素考量,塑造了日本遊戲產業的兩種網路服務策略,本論文將之歸納為「任天堂模式」與「索尼模式」的網路服務策略。任天堂模式的網路服務,以遊戲內容為主,以遊戲玩家的需求為優先,以網路服務提升遊戲的耐玩性與互動性,重視高品質的獨創內容與娛樂體驗的創新。索尼模式的網路服務策略,是以整合娛樂內容為方向,同時滿足遊戲、社群、媒體等使用需求,以跨裝置、雲端儲存等技術為基礎,追求軟硬體相乘的商業模式。 / Nintendo and Sony, major platform holder of console game, leading the business model of video game industry since 1980s. With their know-how and unique game software, Japanese video game industry had been the major of global video game market. However, due to the globalization of markets and industrial innovation, Japanese platform holders and game developers are losing their dominance.
In recent years, Japanese video game industry is taking downturn in marketing and development. On the other hand, Japanese domestic market is getting a “qualitative transformation”. Since the transformation of market is on the way to Multi-platform and Cross-device, Nintendo and Sony are trying to develop their own network services with next-generation game platform for a complex business model.
Finding the way to describe these phenomena is the research question in this thesis. In this research, we have analyzed the network service strategy of Nintendo and Sony with a comparative study in their using-policy. Contents of strategy were observed from their management of accounts, digital distribution, multi-media and connection between devices. The Affect of strategic factors was inspected through the resources, capabilities, competition and needs in the market.
The results show that the dissimilarity of vision and core values leads to different network service and strategies. We summarized them as “Nintendo model” and “Sony model”. The “Nintendo model” is focus on the needs of gaming, in order to improve the user experience of game software and console. In contrast, the “Sony model” is based on the cross-device integration of entertainment contents, pursuing the hardware-software synergy.
Keywords: Japanese Videogame Industry, Network Services, Strategy, Nintendo, Sony.
Identifer | oai:union.ndltd.org:CHENGCHI/G0101861002 |
Creators | 賴裕強, Lai, Yu Chiang |
Publisher | 國立政治大學 |
Source Sets | National Chengchi University Libraries |
Language | 中文 |
Detected Language | English |
Type | text |
Rights | Copyright © nccu library on behalf of the copyright holders |
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