The study on planning the new-type service of online game industry

碩士 === 東海大學 === 企業管理學系碩士班 === 98 === This study purposes to use seven tools for new planning in online game firms in Taiwan. Hope to understand players currently services provided by those views and grievances of the online game industry, the goal of finding players preference to feature innovat...

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Main Authors: Jhong Chang Kun, 鍾長堃
Other Authors: Chen Yao Mao
Format: Others
Language:zh-TW
Published: 2010
Online Access:http://ndltd.ncl.edu.tw/handle/30503713166426932796
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spelling ndltd-TW-098THU001210132015-11-09T04:05:56Z http://ndltd.ncl.edu.tw/handle/30503713166426932796 The study on planning the new-type service of online game industry 企劃線上遊戲業新型服務型態之研究 Jhong Chang Kun 鍾長堃 碩士 東海大學 企業管理學系碩士班 98 This study purposes to use seven tools for new planning in online game firms in Taiwan. Hope to understand players currently services provided by those views and grievances of the online game industry, the goal of finding players preference to feature innovative services. Research framework is based on seven tools of product planning in the interview surveys, opinion surveys, positioning analysis, creative idea, creative option and conjoint analysis. In the first stage of the interview surveys, we made twenty-two descriptions which were based on contents of interviews to be the framework of the survey. Then, we got three crucial factors of projecting, and to name “Quality of service games”, “Web information services”, “Promotions Services”. After that, we used regression analysis to get perceptual map and most optimal projecting direction of the new style service. The second stage of use of creative idea and creative option and it develops creative concepts and fit in with potential demand for players, selected out of five innovative attributes and their extension to two levels to the questionnaire as a conjoint card. Finals, we use the conjoint analysis and rough set theory to discuss the players preference attributes and levels. The result of conjoint analysis suggests that the order of the most important attributes and weight in the whole are:”Cooperation from different business field (25.45%)”, “Account password security (23.28%)”, “The activity of subject matter (18.53%)”, “Consulting services (17.81%)”, “Games information (14.94%)”, the preferred service level are:” Additional sign in fingerprint recognition system using the online game”, “In the chain store to provide free publications game information”, “A professional game blog, in response to player Q & A”, “3C industry with the launch of a joint product models”, “Online game competitions be held regularly”, and rough set analysis results with the conjoint analysis of the same. The online game industry in planning new services can proceed in this direction in the future. Chen Yao Mao 陳耀茂 2010 學位論文 ; thesis 105 zh-TW
collection NDLTD
language zh-TW
format Others
sources NDLTD
description 碩士 === 東海大學 === 企業管理學系碩士班 === 98 === This study purposes to use seven tools for new planning in online game firms in Taiwan. Hope to understand players currently services provided by those views and grievances of the online game industry, the goal of finding players preference to feature innovative services. Research framework is based on seven tools of product planning in the interview surveys, opinion surveys, positioning analysis, creative idea, creative option and conjoint analysis. In the first stage of the interview surveys, we made twenty-two descriptions which were based on contents of interviews to be the framework of the survey. Then, we got three crucial factors of projecting, and to name “Quality of service games”, “Web information services”, “Promotions Services”. After that, we used regression analysis to get perceptual map and most optimal projecting direction of the new style service. The second stage of use of creative idea and creative option and it develops creative concepts and fit in with potential demand for players, selected out of five innovative attributes and their extension to two levels to the questionnaire as a conjoint card. Finals, we use the conjoint analysis and rough set theory to discuss the players preference attributes and levels. The result of conjoint analysis suggests that the order of the most important attributes and weight in the whole are:”Cooperation from different business field (25.45%)”, “Account password security (23.28%)”, “The activity of subject matter (18.53%)”, “Consulting services (17.81%)”, “Games information (14.94%)”, the preferred service level are:” Additional sign in fingerprint recognition system using the online game”, “In the chain store to provide free publications game information”, “A professional game blog, in response to player Q & A”, “3C industry with the launch of a joint product models”, “Online game competitions be held regularly”, and rough set analysis results with the conjoint analysis of the same. The online game industry in planning new services can proceed in this direction in the future.
author2 Chen Yao Mao
author_facet Chen Yao Mao
Jhong Chang Kun
鍾長堃
author Jhong Chang Kun
鍾長堃
spellingShingle Jhong Chang Kun
鍾長堃
The study on planning the new-type service of online game industry
author_sort Jhong Chang Kun
title The study on planning the new-type service of online game industry
title_short The study on planning the new-type service of online game industry
title_full The study on planning the new-type service of online game industry
title_fullStr The study on planning the new-type service of online game industry
title_full_unstemmed The study on planning the new-type service of online game industry
title_sort study on planning the new-type service of online game industry
publishDate 2010
url http://ndltd.ncl.edu.tw/handle/30503713166426932796
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