Summary: | 碩士 === 朝陽科技大學 === 企業管理系碩士班 === 98 === As digital technology makes progress while software design capacity is enhanced, diversified video games have become one of the main sources of leisure and recreation for the social public. Through Patent Analysis, this study is to explore Japanese Nintendo’s core technology, and understand the cross-impact among the technologies in the game industry.
In this study, the two methods-Core Technology Analysis and Cross-Impact Analysis-are utilized, to analyze the 422 patents that Nintendo Co., Ltd. had applied for approval of United States Patent and Trademark Office (USPTO). Such patents are divided into four groups, which are respectively: 1. Structure of connector; 2. The development and manufacturing process of portable video game console, and the structure of video game console controller; 3. Structure of connecting plug; 4. Cassette storage medium. All of them have close relations with Nintendo’s products. Also, judged from Cross-Impact Analysis, among the Nintendo’s technologies, the D14 (recording, communications or information retrieval equipment) in UPC Category and the D21 (games, toys and sports goods) have the closest cross-impact relationship. Finally, the discussions have been made in this study, aimed at the coverage rate of core patent, as well as the correlation between core technological competence and UPC classification numbers.
Keywords: Nintendo, patent, Core Technology Analysis, Cross-Impact Analysis
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