Summary: | 碩士 === 國立東華大學 === 企業管理學系 === 104 === Title of Thesis:
A Study of Business Models of Online Game and Mobile Game in Taiwan
Number of pages: 104
Gradaute School and University:
Graduate Institute of Business Administration, National Dong Hwa University
Category of Abstract and Graduation Time:
Thesis for Master Degree, the Second Semester, 2015 Academic Tear
Name of Student: Yu-Ling Chang
Thesis Adviser: Dr. Juhwen Hwang
Abstract:
With advances in technology, network has been promoted rapidly and been spreaded out all around the world. Along the network development, Taiwan's digital game industry has been grown very prosperously since 2000. The invention of the smartphone in the early of 21st centry drives the rapid growth of the mobile game market. Online and mobile games provide the digital game industry a promising future. This fact can be seen in Taiwan’s digital game industry; online game and mobile game markets together has been accounted over 50% output value of the Taiwan's digital game industry since 2014.
This study is based on an exploratory research on Taiwan's game industry: literature servey on the developing courses and value chain discusstion through game industry manufacturers and distributors have been adoppted. The focuses of this research are mainly on the facts of the changes in the game market and the reasonings of the product portfolio for upstream manufacturers with the operation model for downstream distributors.
Among the companies in Taiwan’s digital game industry, all 13 companies listed at stock exchange market or at over-the-counter market are all included in this research. The findings of this research are threefolds. First, the earilier entry companies (including various generations of platforms or technologies) gain higher revenues and profits per market share. Second, Online game, Web game and Mobile game are three major sectors in Taiwan’s digital market today; these three sectors may share same group of customers. Finally, four types of payments are used for digital games: wire transfer, 3rd party payment, game card (accessed from brick-and-mortal shops) and credit card. All four types are very common for online game and web game; however, payment through credit card is almost the only type for mobile game. These findings may provde certain levels of suggestions for the upstream manufacturers and downstream distributors in developing their businesses in Taiwan’s digital market.
Key words:Online game, Mobile game, Value chain, Product portfolio, Exploratory research
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