“e-Sports” as a Corporate Strategy of Video Game Firm: A Case Study of Wargaming Company
碩士 === 國立東華大學 === 企業管理學系 === 102 === This study investigates how the video game firm uses the "e-sports" weapon as a development strategy. By using a case of the game company "Wargaming" in Belarus, this study shows how the company use "e-sports" factor for promoting hi...
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ndltd-TW-102NDHU51210482019-05-15T21:32:18Z http://ndltd.ncl.edu.tw/handle/wwn45m “e-Sports” as a Corporate Strategy of Video Game Firm: A Case Study of Wargaming Company 以電子競技作為電玩廠商發展之策略研究─以Wargaming公司為例 Chuang-Chieh Yu 游創捷 碩士 國立東華大學 企業管理學系 102 This study investigates how the video game firm uses the "e-sports" weapon as a development strategy. By using a case of the game company "Wargaming" in Belarus, this study shows how the company use "e-sports" factor for promoting his product “World of Tanks” and improve the level of players’ engagement and behavior step by step. Qualitative research method was conducted in this study by interviewing with the Wargaming company, the game industry, professional players, and by collecting secondary data, then integrating and analyzing those information. This study revealed that the company used different strategies to adapt different players. Players are divided into several different stages and be motivated to change their consuming habit by e-Sports. In the study the relationship between players in e-Sports game is of great significance, it will enhance the number of players, wield mutual influence of consumer behavior, and reduce the loss of players. According to the finding, we expect to provide a domestic development strategy to other video game companies and suggest a future direction of the developing electronic games for e-Sports product. Yuh-Yuan Tsai 蔡裕源 2014 學位論文 ; thesis 80 |
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碩士 === 國立東華大學 === 企業管理學系 === 102 === This study investigates how the video game firm uses the "e-sports" weapon as a development strategy. By using a case of the game company "Wargaming" in Belarus, this study shows how the company use "e-sports" factor for promoting his product “World of Tanks” and improve the level of players’ engagement and behavior step by step.
Qualitative research method was conducted in this study by interviewing with the Wargaming company, the game industry, professional players, and by collecting secondary data, then integrating and analyzing those information. This study revealed that the company used different strategies to adapt different players. Players are divided into several different stages and be motivated to change their consuming habit by e-Sports. In the study the relationship between players in e-Sports game is of great significance, it will enhance the number of players, wield mutual influence of consumer behavior, and reduce the loss of players.
According to the finding, we expect to provide a domestic development strategy to other video game companies and suggest a future direction of the developing electronic games for e-Sports product.
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author2 |
Yuh-Yuan Tsai |
author_facet |
Yuh-Yuan Tsai Chuang-Chieh Yu 游創捷 |
author |
Chuang-Chieh Yu 游創捷 |
spellingShingle |
Chuang-Chieh Yu 游創捷 “e-Sports” as a Corporate Strategy of Video Game Firm: A Case Study of Wargaming Company |
author_sort |
Chuang-Chieh Yu |
title |
“e-Sports” as a Corporate Strategy of Video Game Firm: A Case Study of Wargaming Company |
title_short |
“e-Sports” as a Corporate Strategy of Video Game Firm: A Case Study of Wargaming Company |
title_full |
“e-Sports” as a Corporate Strategy of Video Game Firm: A Case Study of Wargaming Company |
title_fullStr |
“e-Sports” as a Corporate Strategy of Video Game Firm: A Case Study of Wargaming Company |
title_full_unstemmed |
“e-Sports” as a Corporate Strategy of Video Game Firm: A Case Study of Wargaming Company |
title_sort |
“e-sports” as a corporate strategy of video game firm: a case study of wargaming company |
publishDate |
2014 |
url |
http://ndltd.ncl.edu.tw/handle/wwn45m |
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