DSpace Collection:
https://ah.lib.nccu.edu.tw/handle/140.119/2156
2024-03-29T15:41:09Z從SoLoMo看數位遊戲設計
https://ah.lib.nccu.edu.tw/handle/140.119/133842
題名: 從SoLoMo看數位遊戲設計; The study of the digital game design - Customer Value perspective
Authors: 羅元皇; Lo, Yuan-Huang
摘要: 數位遊戲產業在全球金融風暴中逆勢成長,證實了宅經濟效應的潛力。隨著科技應用發展越趨多樣,玩家行為也逐漸發生變化。過去遊戲產業主要以平台作為遊戲分類的依據,現今則從玩家行為思考,進而產生線上遊戲、社交遊戲、行動遊戲等類型。\n\n 而近年出現的網路趨勢新顯學SoLoMo,融合了網路社交、適地性服務與即時上網的概念,其中兩者正好與社交遊戲和行動遊戲相符,基於適地性服務設計的遊戲也開始逐漸增多。\n\n 因此本研究以顧客價值的角度,試圖探討SoLoMo於數位遊戲產業中是如何為玩家創造價值,帶給玩家更愉悅的體驗,提供遊戲開發者在進行設計時的一個參考。本研究發現:\n 1. 適地遊戲內容不應完全受限於地理位置。\n 2. 遊戲設計必須發揮SoLoMo最符合玩家使用情境的特性。\n 3. SoLoMo不只是Social、Local與Mobile各自獨立,遊戲機制應將三種要素整合成一個完整的系統,加乘彼此效益。; Digital game industry grew despite the trends for global financial meltdown, which confirmed the potential of stay-at-home economy. Because player behavior has gradually changed as the development of technology applications, we categorize the games into some genres liked online games, social networking games or mobile games based on player behavior instead of platforms.\n\n As the most famous internet trend emerged in recent years, SoLoMo is an abbreviation of Social, Local and Mobile. Two of the above components are just related to social networking games and mobile games. Also LBS games increase gradually.\n\n Thereby, the study aims to explore the process how SoLoMo creates values for players from the perspective of customer value, which provide reference for game design. The findings of this research demonstrate:\n 1. The content of LBS games should not be limited by location.\n 2. Developers should use player-oriented design thinking to bring the advantages of SoLoMo.\n 3. SoLoMo is not only social, local and mobile independently. Developers should consider these three components as an integration.
描述: 碩士; 國立政治大學; 科技管理研究所; 993590072021-02-01T05:59:24Z從開放式創新觀點探討知識網絡管理對創新績效之影響-以台灣生技製藥廠商為例
https://ah.lib.nccu.edu.tw/handle/140.119/130953
題名: 從開放式創新觀點探討知識網絡管理對創新績效之影響-以台灣生技製藥廠商為例; Discuss the impact of knowledge network management on innovation performance from an open innovation perspective- cases study of Taiwan Biotech Pharmaceuticals companies
Authors: 張筑莉; Chang, Ju-Li
摘要: 近年來,生技及製藥產業近年競爭加劇且成長率趨緩。廠商面臨研發費用逐漸攀升,但最終通過FDA准許上市的數量下降等開發困境,因此,提升研發效率成為生技製藥廠商的重要挑戰。台灣生技製藥蓬勃發展,廠商陸續投入新藥開發。由於生物製藥是屬於高知識和技術密集的產業,它需要許多不同專業領域的結合,包括分子生物、藥理學、病理學、化學工程等,因此新藥開發需要跨領域之整合技術。有別於過去藥廠都較為仰賴垂直整合流程之內部開發,現在生技及製藥廠商則多轉為開放式之開發,向外尋找技術和資源,透過委外、授權、策略聯盟等方式的專業分工合作完成藥物開發。\n開放式創新之模式已逐漸廣為國外生技製藥廠商採用,而台灣生技製藥產業尚未成熟,新創的生技公司規模偏小,且許多研發能量落在研究與學術機構,因此,更需藉由開放式創新之研發模式進行新藥開發,以提升開發之創新成果。\n本研究的方法主要是採個案研究法,首先,先透過新藥開發流程與內外部情境、知識網絡型態、創新績效等相關的文獻分析,導出本研究之觀念性架構。接著延伸此架構進一步設計出個案訪談的問題,著重於探討台灣生技製藥廠商建構其知識網絡型態之因素,以及在不同開發階段,生技製藥廠商採取何種知識網絡之管理策略,以提升知識網絡之綜效與創新績效。\n本研究所得到的主要結論,包括:(1)台灣生技製藥廠商從事新藥或技術開發時,會傾向從臨床前研究或臨床試驗切入,且先以單一專案開始跨入新藥開發,並專注於特定的疾病領域。(2)台灣生技製藥廠商初期階段的技術來源主要以國家型實驗室、學術研究機構、技術授權廠商為主,在臨床試驗設計與推動借助關鍵意見領袖之醫師和專家的影響力,情感連結大於任務目的。(3)台灣生技製藥廠商在執行委外時,會仰賴有效的合約管理,並以任務關係導向為主。(4)台灣生技製藥廠商從事新藥或技術開發時,會透過技術授權、併購、共同研發等方式來取得外部技術和知識。此種作法對於開發的達成率、速度、能力的提升上都有很大的幫助。(5)台灣生技製藥廠商傾向於不設廠,而是透過外包CRO或CMO來快速獲得製程或研究的資源,並提升快速因應外界環境變化的能力。
描述: 碩士; 國立政治大學; 科技管理研究所; 1003590242020-08-03T09:30:57Z雙重套牢現象之分析與應用 —以音樂消費行為為例
https://ah.lib.nccu.edu.tw/handle/140.119/126573
題名: 雙重套牢現象之分析與應用 —以音樂消費行為為例; Study of Double Lock-in Behaviors in Taiwan’s Music Industry
Authors: 陳祉怡; Chen, Chih-Yi
摘要: 台灣音樂產業於一九九零年至一九九七年進入所謂的黃金年代。然好景不常,自一九九八年後,隨著科技不斷的演進,製作成降低;另一方面,一般消費者取得、重製盜版音樂也相當容易便宜,音樂產業銷售量幾乎年年超過20%的負成長。音樂產業陷入於採用新科技與盜版猖獗中拉拔,直到數位音樂正式推向合法付費下載,唱片公司才開始接受、擁抱新科技。在一片擁抱新科技同時,音樂平台資料顯示中壯年消費族群並無顯著比例活躍於新科技,較少運用網際網路下載音樂。本研究透過問卷調查與深度訪談,主要探討中年消費者面對新音樂內容軟體與技術硬體時,是否因難以採納新音樂軟體或無法接受轉換,造成單一套牢或雙重套牢現象及背後原因,此現象對企業公司與產業的行銷、市場意義。\n透過本研究調查發現中年消費者面對音樂新科技與新內容時,其單套牢與雙重套牢現象確實存在。但無法證明軟體套牢以及硬體套牢具有交互作用,造成雙重套牢現象。年齡以及有無小孩者與音樂軟體套牢有顯著關聯性:年齡較小者或無小孩者於音樂軟體接受程度高於年紀高者及有小孩的消費者。以轉換成本而言,研究發現僅學習成本對軟體套牢形成影響,總轉換成本對軟體套牢則無影響;對應體套牢而言, 學習成本、心理成本及轉換成本對本研究對象造成影響。透過深度訪談發現,對中年消費者進行有效的教育可視為軟體套牢解套的主要課題:引介具有豐富軟體知識的人與物例如種子方式教育意見領袖或者其子女,透過互動以推廣新音樂軟體概念。就硬體而言,透過管道給予正確之資訊以及觀念,減低中年消費者之心理不安。並且可由簡化產品設計著手,降低學習新技術所花費之時間與努力,可視為降低轉換成本之主要方式之一。\n套牢現象對企業及產業的運用:經營成熟技術的企業,可以針對相對不易轉換到新技術或產品的消費者深耕,繼續經營他們的客群。新技術公司開發市場時,應將此套牢現象考慮其中,以易學易用的產品深化消費者套牢的可行性。此外,企業可透過市場區隔,分族群深耕經營,使其收入來源多元化。此研究之音樂產業可經由與網路、硬體公司合作經營易盜版知青少年市場,並同步針對不易轉移之消費市場琢磨、深入經營。; Both content software (songs) and device hardware (CD players) are applied at the same time when people listen to music. Thanks to the new technology and innovations, music industry in Taiwan had been booming especially in early 1990s. Unfortunately, the music business has faced a tremendous number of setbacks also by the new technology. Revenues of music industry in Taiwan have been declined more than 20% annually from late 1990s. The industry has started a long battle against piracy. Music companies tried to fight back by suing illegal platforms and illegal users; however, this has been a non-stoppable trend in the music market.\nApple was then the first company to introduce the new business model, legal music downloads to new device (iPod), to consumers for anti-piracy in 2001.\nAmong all the efforts stopping illegal music, there is an interesting fact found that old-time music CD albums have been re-published to the market with the targeting of middle or older aged customer by music companies in Taiwan. Also, it is found that limited middle-aged consumers adopt and embrace the new technologies: only 12.7% of the registered consumers at major P2P platform, Ezpeer, are greater than thirty year old group. Do the middle aged customers, like late majority or laggards in Diffusion of Innovation, have the tendency to unwilling on adopting new music (software), new devices (hardware) or both of them? If yes, what would be the key factors or costs to cause these hesitations, for example: learning costs, psychological costs and switching costs? In what degree?\nThe purpose of this study was to explore the lock-in and double lock-in phenomenon in customers of thirty-five to sixty in music industry, identify the influential factors and the its implications on music and other industries. Both quantitative and qualitative approaches were adopted to collect and analysis data.\nThe results of this study showed a significant double lock-in phenomenon exists at mid aged consumers towards new music contents and technology. However, insignificant proof was found at the correlation between the software lock-in and hardware lock-in that causes double lock-in phenomenon. Only learning cost played a key factor in affecting both software and hardware lock-in. Having kids or people they can consult with around played a great role for mid age consumers to lower their switching costs effectively in both software and hardware lock-in. Based from the study, companies may increase their revenues by identifying and grouping customers with different degrees of switching costs and cultivating the groups separately. Industries or companies with mature technology would employ the strategies to cultivate the late majority or laggards that incur high switching costs on the part of consumers to dissuade them from switching to new technology products and services. New comers or companies with new technology could consider how to increase the switching costs to create lock-in or double lock-in when design their products and services.
描述: 碩士; 國立政治大學; 科技管理研究所; 913590382019-10-03T09:16:20Z製藥產業創新核價模式
https://ah.lib.nccu.edu.tw/handle/140.119/101065
題名: 製藥產業創新核價模式; Innovative Pricing Model in Pharmaceutical Industry
Authors: 王宥人
摘要: 由於醫療科技的進步以及人口老化造成各國政府對於健康支出越來越高,導致財務上的壓力;很多創新的藥品因為研發成本高或是病人族群太少所以價格高昂。醫療保險也因為財務衝擊過大而無法給付,最後演變成醫療的需要無法被完全滿足。\n\n因此藥品公司採用創新核價模式,透過分擔財務上風險來降低交易成本,近年來更有藥品公司與保險公司或政府簽訂契約,以分擔治療結果上的風險來降低市場進入障礙。\n\n本篇論文嘗試以新制度經濟學交易成本理論,初探製藥產業為了降低市場進入障礙採用創新核價模式的可行性。透過文獻整理、外在環境與兩個個案分析發現,創新核價/給付模式提供政府與藥品公司足夠的誘因,讓雙方願意坐下來協商雙方都可接受的可能性。\n\n因此,創新核價/給付模式確實能有效降低市場進入障礙,提高新藥的可近性。適合採用創新核價模式的產品通常有以下三個共同特點:交易頻率相對較低,單價高或財務衝擊大,有明確的審查依據並能取得客觀可靠的資訊。台灣目前已有產品部份採用創新核價/給付模式。\n\n不確定性是影響交易成本的主要因素,事實上台灣也有越來越多的創新核價/給付模式用來增加市場可近性,除了個案所提的價量協議合約以外,事實上健保局早就將以成效為基礎給付的創新核價/給付模式隱身在給付規定中。未來,創新核價/給付模式除了財務上的風險分攤以外,依實證發展給付(coverage with evidence development, CED)模式或許會成為下一個發展的重點。
描述: 碩士; 國立政治大學; 科技管理研究所; 943590302016-09-01T15:40:55Z