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題名 區塊鏈技術對手機遊戲影響之研究 - 以《傳奇 4》為例
A study on the Influence of blockchain technology on mobile games - A case study of MIR 4
作者 金振國
Kim, Jin-Kuk
貢獻者 詹文男<br>尚孝純 
金振國
Kim, Jin-Kuk
關鍵詞 區塊鏈
區塊鏈遊戲
傳奇4
產品生命週期
留存率
Retention rate
Blockchain
Blockchain game
MIR4
Product life cycle
日期 2023
上傳時間 9-Mar-2023 18:21:03 (UTC+8)
摘要 台灣遊戲行業發展至今,以PC遊戲為基準已經有20多個年頭。作為一名玩家,同時也是一名從業人員的我,見證了整個遊戲的發展過程:從街機遊戲到主機遊戲,接續90年代的線上遊戲,到現在的手機遊戲。

如今,全球市場環境急遽變化,玩家的使用習慣與市場推廣方式,深刻影響著遊戲產業。

本研究以應用區塊鏈遊戲的經典《傳奇4》為例,透過邀請產業代表性人物與資深玩家以深度訪談方式,綜合整理出區塊鏈的特性對於遊戲產業與遊戲產品生命週期、留存率產生哪些影響,以及遊戲可能發展的新形態商業模式?
經由專家訪談及次級資料整理研究發現,應用區塊鏈技術的遊戲能延長產品生命週期及顯著提升玩家在遊戲中的留存率,並且讓玩家獲得虛擬資產的擁有權。這對遊戲公司或玩家而言,無疑是雙贏的策略。
The PC game industry has been developed for more than 20 years in Taiwan. As a player and a practitioner in this field, I have witnessed the entire development process of game industry:from arcade games to console games, online games in 90s, and now the mobile games. Now a day, the global market and the environment have changed rapidly, user’s habits and marketing skills are deeply influencing the gaming industry.

This research takes《MIR4》, one of the most representative games worldwide that applies blockchain game technology, as an example. By inviting industry representative figures and senior players to conduct in-depth interviews, this research indicates what influences the features of blockchain have for the gaming industry, produce lifecycle, retention rate, as well as potential business models for the future development of games.
After interviewing the experts and studying the secondary data, it is found that games applying blockchain technology can effectively extend the product life cycle and significantly improve player’s retention rate in the game. In addition, to allow players to have the right to posse virtual assets. These features therefore form a positive and effective cycle for game companies or players, and provide new opportunities and impetus for the game industry.

This thesis also aims to provide help and inspiration for those in the industry and outside the industry who want to understand games applying blockchain technology
參考文獻 參考文獻
中文:
1.frozenfung,標樂趣金融化:區塊鏈遊戲(上),上網日期2022年5月4日,檢自 https://medium.com/@frozenfung/%E6%A8%82%E8%B6%A3%E9%87%91%E8%9E%8D%E5%8C%96-%E5%8D%80%E5%A1%8A%E9%8F%88%E9%81%8A%E6%88%B2-%E4%B8%80-3c4554850de8
2.frozenfung,樂趣金融化:區塊鏈遊戲(下),2022年5月4日,檢自https://medium.com/@frozenfung/%E6%A8%82%E8%B6%A3%E9%87%91%E8%9E%8D%E5%8C%96-%E5%8D%80%E5%A1%8A%E9%8F%88%E9%81%8A%E6%88%B2-%E4%BA%8C-971ced4c5ba0
3.Ting Qian, Mobile Insights Analyst, APAC, Sensor Tower《2022年H1熱門手遊市場洞察》,上網日期2022年4月28日,檢自
https://sensortower-china.com/zh-CN/blog/2022-H1-mobile-games-report-CN
4.Ting Qian, Sensor Tower《元宇宙概念下的移動遊戲市場洞察》報告,上網日期 : 2022年10月2日檢自https://sensortower-china.com/zh-CN/blog/trend-of-meta-adoption-in-games-2022-report-CN
5.Sensor Tower《 2022全球遊戲市場報告》,上網日期 : 2022年11月1日,檢自
https://newzoo.com/cn/trend-reports/newzoo-global-games-market-report-2022-free-version-cn
6.林士蕙,玩家月入近5萬!區塊鏈遊戲「Axie」打敗王者榮耀,成全球最吸金網遊,上網日期2022年5月7日,檢自https://www.gvm.com.tw/article/82282
7.維基百科,自由的百科全書,區塊鏈,上網日期2022年11月25日,檢自
https://zh.wikipedia.org/w/index.php?title=%E5%8C%BA%E5%9D%97%E9%93%BE&oldid=74764664
8.網際網路數據資訊網,手機遊戲玩家留存率詳解與計算案例,上網日期2022年4月5日, 檢自https://ppfocus.com/0/di21306c0.html
9.Talkingdata,玩家留存定義,上網日期2022年4月5日,檢自https://doc.talkingdata.com/posts/74

英文:
1.Aidan Ryan, How Apple’s App Store Policies Squeeze NFT Startups, Retrieved December 2, 2022, from : https://www.theinformation.com/articles/how-apples-app-store-policies-squeeze-nft-startups
2.Bitcoinist, The History of Play2Earn Games, Retrieved July 20,2022, from:
https://bitcoinist.com/the-history-of-play2earn-games/
3.Bogdan, R. C.,& Biklen,S. K. (2006). Qualitative Research in Education:An Introduction to Theory and Methods:United States Edition.
4.DappRadar – 2022 Dapp Industry Report.
Data.ai, Retrived May 7,2022,from : https://www.data.ai/kr/
5.Eisenhardt,. M. (1989). Building Theories from Case Study Research. Academy of Management Review, 14(4), 532-550.
6.GDC - State of the Game Industry Report 2022
7.Jutta Jakon, Community Matters:How & Why People Engage with Games During the Pandemic,Retrieved May, 2,2022, from : https://newzoo.com/insights/articles/community-matters-how-why-people-engage-with-games-during-the-pandemic
8.Myers, M. D. (2013). Qualitative research in business and management, Sage.
9.Mason, J. (2002). Qualitative researching(2nd ed.) London: Sage.
10.Smith, J. K. (1983). Quantitative versus Qualitative Research: An Attempt to Clarify the Issue. Educational Researcher, 12(3), 6-13.
11.The 9 Types of Blockchain Gamers, Retrieved January 20,2023, form :
https://naavik.co/digest/blockchain-players
12.Tom Wijman, The Games Market’s Bright Future:Player Numbers Will Soar Past 3 Billion Towards 2024 as Yearly Revenues Exceed $200 Billion,Retrieved March, 4,2022, from :https://newzoo.com/insights/articles/the-games-markets-bright-future-player-numbers-will-soar-past-3-billion-towards-2024-as-yearly-revenues-exceed-200-billion
13.Tom Wijman, Global Games Market to Generate $175.8 Billion in 2021; Despite a Slight Decline,the Market Is on Track to Surpass $200 Billion in 2023,Retrieved March, 4,2022, from :https//newzoo.com/insights/articles/global-games-market-to-generate-175-8-billion-in-2021-despite-a-slight-decline-the-market-is-on-track-to-surpass-200-billion-in-2023
14.Van Maanen, J. (1979). Reclaiming Qualitative Methods for Organizational Research. Administrative Science Quarterly, 24, 520-526.
15.What will future GameFi models look like? Retrieved November 28,2022, form :
https://cryptonews.net/news/gamefi/12880955/
16.Yin, R. K. (2003). Case study research:Design and methods, 3rd edn. Applied Social Research Methods Series, vol. 5:Sage Publications, Thousand Oaks.
17.Yin, R. K. (2009). Case Study Research:Design and Methods(4th ed.) Thousand Oaks: SAGE.
描述 碩士
國立政治大學
經營管理碩士學程(EMBA)
110932068
資料來源 http://thesis.lib.nccu.edu.tw/record/#G0110932068
資料類型 thesis
dc.contributor.advisor 詹文男<br>尚孝純 zh_TW
dc.contributor.author (Authors) 金振國zh_TW
dc.contributor.author (Authors) Kim, Jin-Kuken_US
dc.creator (作者) 金振國zh_TW
dc.creator (作者) Kim, Jin-Kuken_US
dc.date (日期) 2023en_US
dc.date.accessioned 9-Mar-2023 18:21:03 (UTC+8)-
dc.date.available 9-Mar-2023 18:21:03 (UTC+8)-
dc.date.issued (上傳時間) 9-Mar-2023 18:21:03 (UTC+8)-
dc.identifier (Other Identifiers) G0110932068en_US
dc.identifier.uri (URI) http://nccur.lib.nccu.edu.tw/handle/140.119/143763-
dc.description (描述) 碩士zh_TW
dc.description (描述) 國立政治大學zh_TW
dc.description (描述) 經營管理碩士學程(EMBA)zh_TW
dc.description (描述) 110932068zh_TW
dc.description.abstract (摘要) 台灣遊戲行業發展至今,以PC遊戲為基準已經有20多個年頭。作為一名玩家,同時也是一名從業人員的我,見證了整個遊戲的發展過程:從街機遊戲到主機遊戲,接續90年代的線上遊戲,到現在的手機遊戲。

如今,全球市場環境急遽變化,玩家的使用習慣與市場推廣方式,深刻影響著遊戲產業。

本研究以應用區塊鏈遊戲的經典《傳奇4》為例,透過邀請產業代表性人物與資深玩家以深度訪談方式,綜合整理出區塊鏈的特性對於遊戲產業與遊戲產品生命週期、留存率產生哪些影響,以及遊戲可能發展的新形態商業模式?
經由專家訪談及次級資料整理研究發現,應用區塊鏈技術的遊戲能延長產品生命週期及顯著提升玩家在遊戲中的留存率,並且讓玩家獲得虛擬資產的擁有權。這對遊戲公司或玩家而言,無疑是雙贏的策略。
zh_TW
dc.description.abstract (摘要) The PC game industry has been developed for more than 20 years in Taiwan. As a player and a practitioner in this field, I have witnessed the entire development process of game industry:from arcade games to console games, online games in 90s, and now the mobile games. Now a day, the global market and the environment have changed rapidly, user’s habits and marketing skills are deeply influencing the gaming industry.

This research takes《MIR4》, one of the most representative games worldwide that applies blockchain game technology, as an example. By inviting industry representative figures and senior players to conduct in-depth interviews, this research indicates what influences the features of blockchain have for the gaming industry, produce lifecycle, retention rate, as well as potential business models for the future development of games.
After interviewing the experts and studying the secondary data, it is found that games applying blockchain technology can effectively extend the product life cycle and significantly improve player’s retention rate in the game. In addition, to allow players to have the right to posse virtual assets. These features therefore form a positive and effective cycle for game companies or players, and provide new opportunities and impetus for the game industry.

This thesis also aims to provide help and inspiration for those in the industry and outside the industry who want to understand games applying blockchain technology
en_US
dc.description.tableofcontents 第一章 緒論 1
第一節 研究背景與動機 1
第二節 研究目的 5
第三節 名詞釋義 5
第四節 研究範圍 7
第五節 論文章節結構與研究流程 7
第二章 文獻探討 9
第一節 遊戲產業概況簡介 9
第二節 區塊鏈玩家的分類 14
第三節 區塊鏈技術與特性及挑戰 16
第四節 留存率 19
第五節 產品生命週期 21
第六節 虛擬資產擁有權 23
第三章 研究方法 25
第一節 研究架構 25
第二節 研究構念 26
第三節 研究設計 27
第四節 研究工具 29
第五節 研究對象 30
第六節 資料蒐集 35
第四章 研究結果 36
第一節 訪談重點整理 36
第二節 研究發現與討論 54
第五章 結論與建議 57
第一節 結論 57
第二節 建議 58
第三節 研究限制 64
參考文獻 65
中文 65
附錄 69
附錄一:訪談問卷 69
附錄二:訪談記錄(訪談逐字稿) 70
zh_TW
dc.format.extent 1940994 bytes-
dc.format.mimetype application/pdf-
dc.source.uri (資料來源) http://thesis.lib.nccu.edu.tw/record/#G0110932068en_US
dc.subject (關鍵詞) 區塊鏈zh_TW
dc.subject (關鍵詞) 區塊鏈遊戲zh_TW
dc.subject (關鍵詞) 傳奇4zh_TW
dc.subject (關鍵詞) 產品生命週期zh_TW
dc.subject (關鍵詞) 留存率zh_TW
dc.subject (關鍵詞) Retention rateen_US
dc.subject (關鍵詞) Blockchainen_US
dc.subject (關鍵詞) Blockchain gameen_US
dc.subject (關鍵詞) MIR4en_US
dc.subject (關鍵詞) Product life cycleen_US
dc.title (題名) 區塊鏈技術對手機遊戲影響之研究 - 以《傳奇 4》為例zh_TW
dc.title (題名) A study on the Influence of blockchain technology on mobile games - A case study of MIR 4en_US
dc.type (資料類型) thesisen_US
dc.relation.reference (參考文獻) 參考文獻
中文:
1.frozenfung,標樂趣金融化:區塊鏈遊戲(上),上網日期2022年5月4日,檢自 https://medium.com/@frozenfung/%E6%A8%82%E8%B6%A3%E9%87%91%E8%9E%8D%E5%8C%96-%E5%8D%80%E5%A1%8A%E9%8F%88%E9%81%8A%E6%88%B2-%E4%B8%80-3c4554850de8
2.frozenfung,樂趣金融化:區塊鏈遊戲(下),2022年5月4日,檢自https://medium.com/@frozenfung/%E6%A8%82%E8%B6%A3%E9%87%91%E8%9E%8D%E5%8C%96-%E5%8D%80%E5%A1%8A%E9%8F%88%E9%81%8A%E6%88%B2-%E4%BA%8C-971ced4c5ba0
3.Ting Qian, Mobile Insights Analyst, APAC, Sensor Tower《2022年H1熱門手遊市場洞察》,上網日期2022年4月28日,檢自
https://sensortower-china.com/zh-CN/blog/2022-H1-mobile-games-report-CN
4.Ting Qian, Sensor Tower《元宇宙概念下的移動遊戲市場洞察》報告,上網日期 : 2022年10月2日檢自https://sensortower-china.com/zh-CN/blog/trend-of-meta-adoption-in-games-2022-report-CN
5.Sensor Tower《 2022全球遊戲市場報告》,上網日期 : 2022年11月1日,檢自
https://newzoo.com/cn/trend-reports/newzoo-global-games-market-report-2022-free-version-cn
6.林士蕙,玩家月入近5萬!區塊鏈遊戲「Axie」打敗王者榮耀,成全球最吸金網遊,上網日期2022年5月7日,檢自https://www.gvm.com.tw/article/82282
7.維基百科,自由的百科全書,區塊鏈,上網日期2022年11月25日,檢自
https://zh.wikipedia.org/w/index.php?title=%E5%8C%BA%E5%9D%97%E9%93%BE&oldid=74764664
8.網際網路數據資訊網,手機遊戲玩家留存率詳解與計算案例,上網日期2022年4月5日, 檢自https://ppfocus.com/0/di21306c0.html
9.Talkingdata,玩家留存定義,上網日期2022年4月5日,檢自https://doc.talkingdata.com/posts/74

英文:
1.Aidan Ryan, How Apple’s App Store Policies Squeeze NFT Startups, Retrieved December 2, 2022, from : https://www.theinformation.com/articles/how-apples-app-store-policies-squeeze-nft-startups
2.Bitcoinist, The History of Play2Earn Games, Retrieved July 20,2022, from:
https://bitcoinist.com/the-history-of-play2earn-games/
3.Bogdan, R. C.,& Biklen,S. K. (2006). Qualitative Research in Education:An Introduction to Theory and Methods:United States Edition.
4.DappRadar – 2022 Dapp Industry Report.
Data.ai, Retrived May 7,2022,from : https://www.data.ai/kr/
5.Eisenhardt,. M. (1989). Building Theories from Case Study Research. Academy of Management Review, 14(4), 532-550.
6.GDC - State of the Game Industry Report 2022
7.Jutta Jakon, Community Matters:How & Why People Engage with Games During the Pandemic,Retrieved May, 2,2022, from : https://newzoo.com/insights/articles/community-matters-how-why-people-engage-with-games-during-the-pandemic
8.Myers, M. D. (2013). Qualitative research in business and management, Sage.
9.Mason, J. (2002). Qualitative researching(2nd ed.) London: Sage.
10.Smith, J. K. (1983). Quantitative versus Qualitative Research: An Attempt to Clarify the Issue. Educational Researcher, 12(3), 6-13.
11.The 9 Types of Blockchain Gamers, Retrieved January 20,2023, form :
https://naavik.co/digest/blockchain-players
12.Tom Wijman, The Games Market’s Bright Future:Player Numbers Will Soar Past 3 Billion Towards 2024 as Yearly Revenues Exceed $200 Billion,Retrieved March, 4,2022, from :https://newzoo.com/insights/articles/the-games-markets-bright-future-player-numbers-will-soar-past-3-billion-towards-2024-as-yearly-revenues-exceed-200-billion
13.Tom Wijman, Global Games Market to Generate $175.8 Billion in 2021; Despite a Slight Decline,the Market Is on Track to Surpass $200 Billion in 2023,Retrieved March, 4,2022, from :https//newzoo.com/insights/articles/global-games-market-to-generate-175-8-billion-in-2021-despite-a-slight-decline-the-market-is-on-track-to-surpass-200-billion-in-2023
14.Van Maanen, J. (1979). Reclaiming Qualitative Methods for Organizational Research. Administrative Science Quarterly, 24, 520-526.
15.What will future GameFi models look like? Retrieved November 28,2022, form :
https://cryptonews.net/news/gamefi/12880955/
16.Yin, R. K. (2003). Case study research:Design and methods, 3rd edn. Applied Social Research Methods Series, vol. 5:Sage Publications, Thousand Oaks.
17.Yin, R. K. (2009). Case Study Research:Design and Methods(4th ed.) Thousand Oaks: SAGE.
zh_TW