A Study on the Mergers Efficiency of the Game Industry by using the Network DEA Approach

碩士 === 國立臺北科技大學 === 經營管理系碩士班 === 106 === The main purpose of this study is to estimate whether multinational game companies have potential merger benefits after simulated mergers, and explore the possibility of merger between the two game companies through a two-by-two merger. But the original Produ...

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Bibliographic Details
Main Authors: Ching Chien Chen, 陳慶謙
Other Authors: 趙莊敏
Format: Others
Language:zh-TW
Published: 2018
Online Access:http://ndltd.ncl.edu.tw/handle/kz6m7n
Description
Summary:碩士 === 國立臺北科技大學 === 經營管理系碩士班 === 106 === The main purpose of this study is to estimate whether multinational game companies have potential merger benefits after simulated mergers, and explore the possibility of merger between the two game companies through a two-by-two merger. But the original Production Possible Curve(PPC) could not be estimated if the two companies merged beyond the scope of the original, it is necessary to construct another Production Possible Curve which is called Merger Production Possible Curve(MPPC), so that all combinations can be included. And application of network DEA is divided into two stages. The first stage is profitability, which is used to measure whether the game company is efficient in production, and the second stage is market capability. To assess whether the game company has investment and market value. This study applies the Network DEA approach and introduces the Merger Production Possible Curve of Shi et al. (2017) and assesses whether there are merger benefits between Taiwan and other Asian countries (China, South Korea, Japan). The results of this study will help decision makers of Taiwanese game companies to more accurately find suitable M&A targets and expand their businesses in the current wave of game acquisitions.