Summary: | 碩士 === 輔仁大學 === 管理學研究所 === 92 === Entertainment is becoming a big part of some industries you might not think of in this regard. They must also feature compelling "entertainment content" to win customers, especially in "content industries".
"Tweens" ("tweenagers") are a curious group. They are also a lonely, insecure group with an engaging mix of naiveté and sophistication. They are a rich economic prize, controlling an enormous amount of money of their own, and strongly influencing their families' purchases, even of major appliances.
The firms, in "content industries", as long as who can capture "Tweens", will get lot profits. Just like many famous animation programs, movies or games.
" PILI International Multimedia Corporation" is one of the most famous and profitable firms in Taiwan. Many thesis regard it's success as "innovation". But they did'n clearly declare what "innovation" that they meant.
This research try to analyze why "PILI Puppet Theater" can capture so many "Tweens" and college students. Researcher suppose these "Competitive Advantages" come from it's "Primary End Product" -- "PILI TV series", but not marketing tricks. What kinds of "Core Product" provide the "Competitive Advantages"? How "Core Capabilities Accumulation" influence "Core Product" performance? What kinds of linkage between "Core Capabilities Accumulation" and " innovation projects" of product development? And this research inspect how " PILI International Multimedia Corporation " to form and implement the " innovation projects" of product development.
The conclusion comes out as following:
1.
According to the viewpoint of "Core Product" select "innovation projects".
2.
Incremental improvement comes from "Derivative projects" very significant.
3.
"Senior Executives" should have a hand in project if possible.
4.
The "design innovation" indeed needs "craft innovation" support.
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