Summary: | 碩士 === 國立暨南國際大學 === 資訊管理學系 === 102 === The online game market has gradually become matures and tended to compete intensively. Thus, the online game providers install some toolkits to collect game players’ feedback which can be used to improve online game’s deficiencies. Toolkits for innovation are a set of tools for product-design and design-testing available to end users. The most well-known toolkits can be classified into seven different types, including trial-and-error, solution space, user-friendly, module libraries, translation, social networking and incentive mechanisms. The former five toolkits are proposed by von Hippel and used for need-intensive innovation, while the latter twos are usually used for the diffusion purpose. This research aims to examine whether all kinds of toolkits have significant impact on the online game performance.
This research developed the measurement scales to evaluate the toolkit deployment and performance of main online games, which have been top-50 popular online games listed on Taiwan's largest game forums – Bahamut. Then, the Partial Least Squares was applied to analyze the relationship between toolkits and the online game performance.
The results showed that the background of online game providers indeed influences player decision making when they select online games even though the toolkit of solution space has the significant influence on the investigated online game popularity. However, for the online games released over six months, the translation toolkit also has the significant influence on the performance, while for online games released below six months, toolkits of user-friendly and translation have significant influence on the online game performance. The results give online game providers implications to adjust appropriate toolkits along the timetable of releasing, promotion, and maintenance of online game.
|