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碩士 === 國立中山大學 === 企業管理學系研究所 === 99 === Boom is a hot term referred frequently by the media, which means a character, phenomenon, or an issue that will be discussed extensively as well as attracted by the public. In this article, we will explore the background and cause of the phenomenon of boom by d...

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Bibliographic Details
Main Authors: Tai-Shing He, 何泰興
Other Authors: Chi-Cheng Wu
Format: Others
Language:zh-TW
Published: 2010
Online Access:http://ndltd.ncl.edu.tw/handle/40382976160659457905
Description
Summary:碩士 === 國立中山大學 === 企業管理學系研究所 === 99 === Boom is a hot term referred frequently by the media, which means a character, phenomenon, or an issue that will be discussed extensively as well as attracted by the public. In this article, we will explore the background and cause of the phenomenon of boom by discussing smart phone、netbook、 MP3 player and social network service as four case studies and then process the analysis. According to the research, the price of products does not cause information products to boom, nor the best efficiency or the last volume. It is efficiency of the products combined with the design that cause boom; however, it is also depends on the products that will fulfill the demand of consumers or not. One of the characteristic of the phenomenon of boom is that products have to collocate with other application content and service in order to produce the value. Therefore, they all need good internet connection ability an environment that can let the application content rapidly accumulate. The building of open platform will help the accumulation of application content and the improvement of value of products. In addition, suppliers that have higher brand value by consumers will much easily produce the phenomenon of boom because the cost of hardware is higher than that of software or that of service. Nevertheless, this phenomenon does not appear in software or service products, products that appear highly concentrated in industries. Finally, compared other applications, we will find reasons why entertainment-oriented products are more likely to have the phenomenon than others.