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題名 元宇宙的未來 -以台灣供應鏈廠商角度分析
The future of Metaverse – from the perspective of supply chain in Taiwan
作者 廖昱翰
貢獻者 洪叔民
廖昱翰
關鍵詞 元宇宙
AR/VR
虛擬實境
擴增實境
穿戴式裝置
供應鏈
Metaverse
AR/VR
Augmented Reality
Virtual Reality
Wearable devices
Supply chain
日期 2023
上傳時間 6-Jul-2023 16:54:01 (UTC+8)
摘要 隨2021年Meta執行長提出元宇宙概念後,許多科技巨頭紛紛搶進該市場,Apple、Nvidia、Sony至HTC都加入此戰局。然而元宇宙到底是什麼?能夠為人類帶來什麼改變?對擅長提供電子零組件的台灣廠商,是否有機會搭上此風潮呢?
元宇宙是人類現實社會的虛擬化,每個人將會有自己的分身,在虛擬世界自由的娛樂、社交、工作、購買資產、支付等。反過來說,許多實體生活的人類行為也將虛擬化。因此,人類生活觸角將會延伸至虛擬世界,具有龐大商機,引起業界高度關注。
元宇宙展業發展由八大核心組成,包含硬體、網路、運算、虛擬平台、互通工具和標準、支付服務、元宇宙內容/服務/資產、使用者行為。各大核心都可發展成獨立子產業,其中,因台灣廠商擅長代工組裝及零組件生產,因此台灣主要會提供硬體及運算的部分。
再來,因元宇宙2021年才被市場正式重視,在產業輪廓不清楚、終端穿戴式裝置成品規格尚未被完整定義、供應鏈分工尚未成熟等原因,所以市場上尚不清楚受惠之台灣廠商,甚至以產業角度分析台灣零組件廠商。因此本研究會透過國內外二手資料研究並列出VR/AR穿戴式裝置的元宇宙產業鏈,再以PEST分析來解構總體環境,最後再輔以採訪台灣元宇宙穿戴式裝置的品牌廠H公司的資深從業人員,以台灣供應鏈廠商角度撰寫出可能遇到的機會與威脅。
After Meta`s CEO introduced the concept of the metaverse in 2021, Apple,
Nvidia, Sony, and HTC, have eagerly entered this market. But what exactly is the
metaverse? What changes can it bring to humanity? Is there an opportunity for Taiwanese
manufacturers specializing in electronic components to ride this wave?
The metaverse is the virtualization of human society in the real world. Each
individual will have their own digital avatar and will engage in activities such as
entertainment, socializing, work, asset acquisition, and payments in the virtual world.
Conversely, many aspects of human behavior in the physical world will also become
virtualized. As a result, human life will extend into the virtual world, creating vast
business opportunities and capturing significant industry attention.
The development of the metaverse industry is composed of eight core components, including hardware, network, computing, virtual platforms, interchange tools and standards, payment services, metaverse content/services/assets, and user behavior. Each of these core components can develop into independent sub-industries.
Given Taiwan`s expertise in contract manufacturing and component production, Taiwanese manufacturers are expected to primarily contribute to the hardware and computing aspects.
Furthermore, due to the metaverse only gaining market attention in 2021, the industry landscape is still unclear, the final specifications for wearable devices have not
been fully defined, and the division of labor in the supply chain is not yet mature. As a result, it is still unclear which Taiwanese manufacturers will benefit, let alone analyze Taiwanese component manufacturers from an industry perspective. Therefore, this research will utilize secondary data to study and outline the metaverse industry chain for
VR/AR wearable devices. Additionally, a PEST analysis will be conducted to deconstruct the overall environment. Finally, interviews with senior professionals from Company H, a Taiwanese brand manufacturer of metaverse wearable devices, will be conducted to provide insights from the perspective of Taiwanese supply chain manufacturers regarding potential opportunities and threats they may encounter.
參考文獻 中文文獻
王則翰 (2022),PCB(印刷電路板)是什麼?PCB概念股有哪些?PCB產業介紹!。Stockfeel股感。https://www.stockfeel.com.tw/pcb-%E5%8D%B0%E5%88%B7%E9%9B%BB%E8%B7%AF%E6%9D%BF-%E7%A8%AE%E9%A1%9E-%E8%A3%BD%E7%A8%8B/,擷取日期:2023年4月24日
朱文儀,陳建男 (譯) (2020)。策略管理 (原作者:Hill, C. W. L., Schilling, M. A., and Jones G. R.)。台北市:華泰文化。(原著出版年:2019)
林俊宏 (譯) (2022)。元宇宙 (原作者:Ball, M.)。台北市:天下文化。(原著出版年:2022)
林郁穎 (2017),以五力分析及策略品牌管理觀點來探索鏡片產業的競爭力-以Y公司為例,未出版碩士論文,文藻外語大學國際事業暨文化交流研究所,臺灣高雄。
林日璇 (2022),那些年的「第二人生」:從Second Life過去的興衰看虛擬地產投資,https://rer.nccu.edu.tw/article/detail/2208052844171,擷取日期:2023年4月5日。
蔡卓卲 (2016),穿戴裝置與VR產業發展趨勢,台北市:拓墣科技。
鄭坤木 (2020),以五力分析及競爭策略來探討模具產業導入 3D 列印的競爭力-以 A 公司為例,未出版碩士論文,國立政治大學商學院經營管理碩士學程,臺灣台北。
陳琬樺 (2022),祖克柏的元宇宙,沒把VR遊戲算進去!高階裝置大砍價3成,能衝銷量嗎?數位時代。https://www.bnext.com.tw/article/74371/meta-vr-quest-price-cut,擷取日期:2023年4月8日。
瘋先生 (2023),2023年 Apple AR/VR 頭戴式顯示器 Reality Pro 詳細規格與消息整理。瘋先生。https://mrmad.com.tw/apple-reality-pro-roundup,擷取日期:2023年4月8日。
數位時代 (2022),關鍵技術留台灣!晶片製造在地化趨勢抬頭,台灣掌握全球晶圓代工48%產能。數位時代。https://www.bnext.com.tw/article/68763/seiconductor-0426,擷取日期:2023年4月23日。
Nakahara, H., & N.T. Information Ltd. (2022)。2021全球PCB排行與行業動態。[2021 Global PCB Rankings and Industry Trends]
Money錢管家 (2022)。HTC (2498):VR硬體主攻B2B及高階市場,軟體落實到各種應用中,看好B2B市場呈穩定且持續成長。https://www.money.com.tw/invest/article/472762。擷取日期:2023年4月29日。
經濟日報 (2022)。美國將對台灣出口限制放寬 台商:有助於解決供應鏈問題。經濟日報。https://money.udn.com/money/story/5628/7044831。擷取日期:2023年5月6日。
點點簽 (2023). What is digital transformation? https://www.dottedsign.com/zh-tw/blog/product/what-is-digital-transformation 。擷取日期:2023年5月20日。
YAHOO 奇摩新聞 (2021),「元宇宙懶人包」元宇宙是什麼?為何臉書搶進投資?對生活有什麼改變一次看,https://www.womenshealthmag.com/tw/mental/relationship/g38206317/metaverse/,擷取日期:2023年4月3日。

外文文獻
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Apollo Technical. (2023). Surprising Working From Home Productivity Statistics. Retrieved May 19, 2023, from https://www.apollotechnical.com/working-from-home-productivity-statistics/
Ajewole, F., Kelkar, A., Moore, D., Shao, E., & Thirtha, M. (2022). Unlocking the industrial potential of robotics and automation. McKinsey & Company. https://www.mckinsey.com/industries/industrials-and-electronics/our-insights/unlocking-the-industrial-potential-of-robotics-and-automation
Ball, M. (2021). Framework for the Metaverse, Retrieved from https://www.matthewball.vc/all/forwardtothemetaverseprimer on March 5, 2023.
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DataProt. (2022). Gamer Demographics: Who Plays Video Games in 2022? Retrieved May 19, 2023, from https://dataprot.net/statistics/gamer-demographics/
Deloitte Center for the Edge. (2022). The Metaverse in Asia [PDF]. Retrieved from https://www2.deloitte.com/content/dam/Deloitte/sg/Documents/center-for-the-edge/sg-metaverse-in-asia-deloitte-center-for-the-edge-nov22.pdf on April 6,2023.
Gartner (2021). What is Metaverse?, Retrieved from https://www.gartner.com/en/articles/what-is-a-metaverse on March 6, 2023.
Heath, A. (2023). This is Meta’s AR / VR hardware roadmap for the next four years. The Verge. Retrieved from https://www.theverge.com/2023/2/28/23619730/meta-vr-oculus-ar-glasses-smartwatch-plans on April 8, 2023.
McKinsey & Company (2022). Value creation in the metaverse – The real business of the virtual world, Retrieved from https://www.mckinsey.com/capabilities/growth-marketing-and-sales/our-insights/value-creation-in-the-metaverse on April 5, 2023.
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Microsoft News Center (2022). Microsoft to acquire Activision Blizzard to bring the joy and community of gaming to everyone, across every device, Retrieved from https://news.microsoft.com/2022/01/18/microsoft-to-acquire-activision-blizzard-to-bring-the-joy-and-community-of-gaming-to-everyone-across-every-device/ on April 4, 2023.
Nvidia Newsroom (2022). NVIDIA Launches Omniverse Cloud Services for Building and Operating Industrial Metaverse Applications, Retrieved from https://nvidianews.nvidia.com/news/nvidia-launches-omniverse-cloud-services-for-building-and-operating-industrial-metaverse-applications on April 4, 2023.
Qin, Y. (2022, March). Investment Potential Analysis on Chinese Stock Market in Metaverse-Take VR Industry as a Sample. In 2022 7th International Conference on Financial Innovation and Economic Development (ICFIED 2022) (pp. 1001-1007). Atlantis Press.
Queiroz, M. M., Fosso Wamba, S., Pereira, S. C. F., & Chiappetta Jabbour, C. J. (2023). The metaverse as a breakthrough for operations and supply chain management: Implications and call for action. International Journal of Operations & Production Management.
Reports Insights. (2021). Global Electronic Manufacturing Services (EMS) Market Statistical Analysis. Retrieved from https://www.reportsinsights.com/industry-forecast/global-electronic-manufacturing-services-ems-market-statistical-analysis-673782 on April 29, 2023.
Statista. (2023). Effective rate of U.S. federal funds monthly [Graph]. Retrieved from https://www.statista.com/statistics/187616/effective-rate-of-us-federal-funds-monthly/ on May 6, 2023.
Statista. (2023). Unadjusted monthly inflation rate in the United States [Graph]. Retrieved from https://www.statista.com/statistics/273418/unadjusted-monthly-inflation-rate-in-the-us/ on May 6, 2023.
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描述 碩士
國立政治大學
企業管理研究所(MBA學位學程)
110363023
資料來源 http://thesis.lib.nccu.edu.tw/record/#G0110363023
資料類型 thesis
dc.contributor.advisor 洪叔民zh_TW
dc.contributor.author (Authors) 廖昱翰zh_TW
dc.creator (作者) 廖昱翰zh_TW
dc.date (日期) 2023en_US
dc.date.accessioned 6-Jul-2023 16:54:01 (UTC+8)-
dc.date.available 6-Jul-2023 16:54:01 (UTC+8)-
dc.date.issued (上傳時間) 6-Jul-2023 16:54:01 (UTC+8)-
dc.identifier (Other Identifiers) G0110363023en_US
dc.identifier.uri (URI) http://nccur.lib.nccu.edu.tw/handle/140.119/145894-
dc.description (描述) 碩士zh_TW
dc.description (描述) 國立政治大學zh_TW
dc.description (描述) 企業管理研究所(MBA學位學程)zh_TW
dc.description (描述) 110363023zh_TW
dc.description.abstract (摘要) 隨2021年Meta執行長提出元宇宙概念後,許多科技巨頭紛紛搶進該市場,Apple、Nvidia、Sony至HTC都加入此戰局。然而元宇宙到底是什麼?能夠為人類帶來什麼改變?對擅長提供電子零組件的台灣廠商,是否有機會搭上此風潮呢?
元宇宙是人類現實社會的虛擬化,每個人將會有自己的分身,在虛擬世界自由的娛樂、社交、工作、購買資產、支付等。反過來說,許多實體生活的人類行為也將虛擬化。因此,人類生活觸角將會延伸至虛擬世界,具有龐大商機,引起業界高度關注。
元宇宙展業發展由八大核心組成,包含硬體、網路、運算、虛擬平台、互通工具和標準、支付服務、元宇宙內容/服務/資產、使用者行為。各大核心都可發展成獨立子產業,其中,因台灣廠商擅長代工組裝及零組件生產,因此台灣主要會提供硬體及運算的部分。
再來,因元宇宙2021年才被市場正式重視,在產業輪廓不清楚、終端穿戴式裝置成品規格尚未被完整定義、供應鏈分工尚未成熟等原因,所以市場上尚不清楚受惠之台灣廠商,甚至以產業角度分析台灣零組件廠商。因此本研究會透過國內外二手資料研究並列出VR/AR穿戴式裝置的元宇宙產業鏈,再以PEST分析來解構總體環境,最後再輔以採訪台灣元宇宙穿戴式裝置的品牌廠H公司的資深從業人員,以台灣供應鏈廠商角度撰寫出可能遇到的機會與威脅。
zh_TW
dc.description.abstract (摘要) After Meta`s CEO introduced the concept of the metaverse in 2021, Apple,
Nvidia, Sony, and HTC, have eagerly entered this market. But what exactly is the
metaverse? What changes can it bring to humanity? Is there an opportunity for Taiwanese
manufacturers specializing in electronic components to ride this wave?
The metaverse is the virtualization of human society in the real world. Each
individual will have their own digital avatar and will engage in activities such as
entertainment, socializing, work, asset acquisition, and payments in the virtual world.
Conversely, many aspects of human behavior in the physical world will also become
virtualized. As a result, human life will extend into the virtual world, creating vast
business opportunities and capturing significant industry attention.
The development of the metaverse industry is composed of eight core components, including hardware, network, computing, virtual platforms, interchange tools and standards, payment services, metaverse content/services/assets, and user behavior. Each of these core components can develop into independent sub-industries.
Given Taiwan`s expertise in contract manufacturing and component production, Taiwanese manufacturers are expected to primarily contribute to the hardware and computing aspects.
Furthermore, due to the metaverse only gaining market attention in 2021, the industry landscape is still unclear, the final specifications for wearable devices have not
been fully defined, and the division of labor in the supply chain is not yet mature. As a result, it is still unclear which Taiwanese manufacturers will benefit, let alone analyze Taiwanese component manufacturers from an industry perspective. Therefore, this research will utilize secondary data to study and outline the metaverse industry chain for
VR/AR wearable devices. Additionally, a PEST analysis will be conducted to deconstruct the overall environment. Finally, interviews with senior professionals from Company H, a Taiwanese brand manufacturer of metaverse wearable devices, will be conducted to provide insights from the perspective of Taiwanese supply chain manufacturers regarding potential opportunities and threats they may encounter.
en_US
dc.description.tableofcontents 第一章 緒論 8
第一節 研究背景與動機 8
第二節 研究目的 10
第二章 文獻探討與研究架構 11
第一節 五力分析模型 11
第二節 PEST分析 14
第三節 研究架構與方法 17
第三章 產業背景及訪談整理 18
第一節 元宇宙AR/VR穿戴式裝置產業背景與發展 18
第二節 AR/VR穿戴式裝置之品牌及產品介紹 20
第三節 穿戴式裝置之零組件結構 24
第四節 台廠在AR/VR裝置之供應鏈佈局 25
第五節 個案公司介紹 31
第六節 訪談 32
第四章 研究結果與分析 33
第一節 台廠VR/AR裝置產業之PEST分析 33
第五章 結論與建議 42
第一節 研究結論 42
第二節 研究建議與限制 44
附錄 45
參考文獻 46
zh_TW
dc.format.extent 1669083 bytes-
dc.format.mimetype application/pdf-
dc.source.uri (資料來源) http://thesis.lib.nccu.edu.tw/record/#G0110363023en_US
dc.subject (關鍵詞) 元宇宙zh_TW
dc.subject (關鍵詞) AR/VRzh_TW
dc.subject (關鍵詞) 虛擬實境zh_TW
dc.subject (關鍵詞) 擴增實境zh_TW
dc.subject (關鍵詞) 穿戴式裝置zh_TW
dc.subject (關鍵詞) 供應鏈zh_TW
dc.subject (關鍵詞) Metaverseen_US
dc.subject (關鍵詞) AR/VRen_US
dc.subject (關鍵詞) Augmented Realityen_US
dc.subject (關鍵詞) Virtual Realityen_US
dc.subject (關鍵詞) Wearable devicesen_US
dc.subject (關鍵詞) Supply chainen_US
dc.title (題名) 元宇宙的未來 -以台灣供應鏈廠商角度分析zh_TW
dc.title (題名) The future of Metaverse – from the perspective of supply chain in Taiwanen_US
dc.type (資料類型) thesisen_US
dc.relation.reference (參考文獻) 中文文獻
王則翰 (2022),PCB(印刷電路板)是什麼?PCB概念股有哪些?PCB產業介紹!。Stockfeel股感。https://www.stockfeel.com.tw/pcb-%E5%8D%B0%E5%88%B7%E9%9B%BB%E8%B7%AF%E6%9D%BF-%E7%A8%AE%E9%A1%9E-%E8%A3%BD%E7%A8%8B/,擷取日期:2023年4月24日
朱文儀,陳建男 (譯) (2020)。策略管理 (原作者:Hill, C. W. L., Schilling, M. A., and Jones G. R.)。台北市:華泰文化。(原著出版年:2019)
林俊宏 (譯) (2022)。元宇宙 (原作者:Ball, M.)。台北市:天下文化。(原著出版年:2022)
林郁穎 (2017),以五力分析及策略品牌管理觀點來探索鏡片產業的競爭力-以Y公司為例,未出版碩士論文,文藻外語大學國際事業暨文化交流研究所,臺灣高雄。
林日璇 (2022),那些年的「第二人生」:從Second Life過去的興衰看虛擬地產投資,https://rer.nccu.edu.tw/article/detail/2208052844171,擷取日期:2023年4月5日。
蔡卓卲 (2016),穿戴裝置與VR產業發展趨勢,台北市:拓墣科技。
鄭坤木 (2020),以五力分析及競爭策略來探討模具產業導入 3D 列印的競爭力-以 A 公司為例,未出版碩士論文,國立政治大學商學院經營管理碩士學程,臺灣台北。
陳琬樺 (2022),祖克柏的元宇宙,沒把VR遊戲算進去!高階裝置大砍價3成,能衝銷量嗎?數位時代。https://www.bnext.com.tw/article/74371/meta-vr-quest-price-cut,擷取日期:2023年4月8日。
瘋先生 (2023),2023年 Apple AR/VR 頭戴式顯示器 Reality Pro 詳細規格與消息整理。瘋先生。https://mrmad.com.tw/apple-reality-pro-roundup,擷取日期:2023年4月8日。
數位時代 (2022),關鍵技術留台灣!晶片製造在地化趨勢抬頭,台灣掌握全球晶圓代工48%產能。數位時代。https://www.bnext.com.tw/article/68763/seiconductor-0426,擷取日期:2023年4月23日。
Nakahara, H., & N.T. Information Ltd. (2022)。2021全球PCB排行與行業動態。[2021 Global PCB Rankings and Industry Trends]
Money錢管家 (2022)。HTC (2498):VR硬體主攻B2B及高階市場,軟體落實到各種應用中,看好B2B市場呈穩定且持續成長。https://www.money.com.tw/invest/article/472762。擷取日期:2023年4月29日。
經濟日報 (2022)。美國將對台灣出口限制放寬 台商:有助於解決供應鏈問題。經濟日報。https://money.udn.com/money/story/5628/7044831。擷取日期:2023年5月6日。
點點簽 (2023). What is digital transformation? https://www.dottedsign.com/zh-tw/blog/product/what-is-digital-transformation 。擷取日期:2023年5月20日。
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