Publications-Theses
Article View/Open
Publication Export
-
Google ScholarTM
NCCU Library
Citation Infomation
Related Publications in TAIR
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%80-3c4554850de82.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-971ced4c5ba03.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-CN4.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-CN5.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-cn6.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/822827.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=747646648.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.html9.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-startups2.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 20227.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-pandemic8.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-players12.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-billion13.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-202314.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-Kuk en_US dc.creator (作者) 金振國 zh_TW dc.creator (作者) Kim, Jin-Kuk en_US dc.date (日期) 2023 en_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) G0110932068 en_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) 110932068 zh_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/#G0110932068 en_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4 zh_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 rate en_US dc.subject (關鍵詞) Blockchain en_US dc.subject (關鍵詞) Blockchain game en_US dc.subject (關鍵詞) MIR4 en_US dc.subject (關鍵詞) Product life cycle en_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 4 en_US dc.type (資料類型) thesis en_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%80-3c4554850de82.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-971ced4c5ba03.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-CN4.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-CN5.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-cn6.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/822827.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=747646648.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.html9.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-startups2.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 20227.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-pandemic8.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-players12.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-billion13.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-202314.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
