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題名 以4C架構探討PC遊戲平台 -以V公司為例
Exploring PC Gaming Platforms through the 4C Framework - A case study of V company
作者 呂易桓
Lu, Yi-Huan
貢獻者 巫立宇<br>林宜霓
Wu, Li-Yu<br>Lin, Yi-Ni
呂易桓
Lu, Yi-Huan
關鍵詞 個人電腦
遊戲
平台
策略行銷4C
Personal computer (PC)
Gaming
Platform
4C Framework of strategic Marketing
日期 2023
上傳時間 2-Aug-2023 13:37:02 (UTC+8)
摘要 本論文旨在分析Valve公司 (後稱V公司) 在個人電腦遊戲平台市場中的成功因素,並探討目前遊戲產業的概況。
隨著科技的不斷進步,遊戲產業已成為現代產值最高的娛樂市場之一,而在當中個人電腦遊戲持續維持著穩健的成長,個人電腦遊戲平台也成為現代遊戲產業中不可忽視的重要組成部分。這種平台提供了便捷的遊戲體驗、多樣化的遊戲選擇以及社群互動,吸引了大量的玩家。本論文將分個人電腦遊戲平台市場的現狀和趨勢,並利用行銷策略4C架構分析V公司在個人電腦遊戲平台的成功要素。
首先,論文將回顧目前遊戲市場的概況。近年來,遊戲產業經歷了快速增長,成為全球最受歡迎和盈利最高的娛樂形式之一。不僅大型遊戲公司,小型獨立開發者也在遊戲市場中取得了成功。遊戲市場的多樣性和競爭激烈使得個人電腦遊戲平台成為眾多公司開發的重點。
其次,論文將介紹行銷策略4C架構,並利用此理論架構分析探討V公司的遊戲平台。開發一個成功的遊戲平台需要考慮多個因素,包括技術能力、遊戲內容、用戶體驗和市場競爭力等。許多大型科技公司都已經建立了自己的平台,並投入了大量的資源試圖在市場中佔據一席之地。然而,即便有大量有力的大科技公司試圖在個人電腦遊戲平台進入市場,V公司依然維持著其在業界中的領先地位。V公司透過了成功了解大部分遊戲玩家的心理特質設計對應的平台活動,以及在平台提供良好的環境使各個平台參與者互動營造網路效應,成功讓V公司在面對資本及技術劣勢的狀況下仍能維持用戶的忠誠度並保持龍頭地位。
最後,論文將提出結論及後續研究方法建議,以幫助後續研究者在個人電腦遊戲平台的研究上能更加順利及深入,幫助我們深入了解這一市場的發展趨勢,並提供相應的建議和策略。
This thesis aims to analyze the success factors of the company Valve (the V Company) in the PC gaming platform market and explore the current overview of the gaming industry. With the continuous advancement of technology, the gaming industry has become one of the highest-grossing entertainment markets today, and PC gaming has maintained steady growth within it, making PC gaming platforms an integral and significant component of the modern gaming industry. These platforms offer convenient gaming experiences, diverse game choices, and community interactions, attracting a large number of players. This thesis will examine the current status and trends in the PC gaming platform market and utilize the 4C framework to analyze the success factors of the V company in the PC gaming platform.
Firstly, the thesis will review the current overview of the gaming market. In recent years, the gaming industry has experienced rapid growth, becoming one of the most popular and profitable forms of entertainment globally. Not only large gaming companies but also small independent developers have achieved success in the gaming market. The diversity and intense competition in the gaming market have made the PC gaming platform a focal point for many companies` development efforts.
Secondly, the thesis will introduce the 4C framework of strategic marketing and employ this theoretical framework to analyze the V company`s gaming platform. Developing a successful gaming platform requires considering multiple factors, including technological capabilities, game content, user experience, and market competitiveness, among others. Many large technology companies have already established their platforms and invested significant resources to gain a foothold in the market. However, despite the strong competition from these major tech companies, the V company has maintained its leading position in the industry. Company V has achieved success by understanding the psychological characteristics of most gamers and designing corresponding platform activities. They have also provided a conducive environment on the platform for participants to interact and create network effects. Despite facing capital and technological disadvantages, Company V has successfully maintained user loyalty and remained a leader in the industry.
Finally, the thesis will present conclusions and suggest future research methods to assist subsequent researchers in conducting more smooth and in-depth investigations into PC gaming platforms. This will help us gain a deeper understanding of the market`s development trends and provide corresponding recommendations and strategies.
參考文獻 中文文獻
1. 李宏(2018),平台經濟新戰略,中國經濟出版社。
2. 巫立宇、邱志聖(2015),銷售與顧客關係管理,台北市:新陸書局。
3. 邱志聖(2020),策略行銷分析:架構與實務應用五版,台北市:智勝文化。

外文文獻
1. Eisenmann, T., Parker, G., & Van Alstyne, M. W. (2006). Strategies for two-sided markets. Harvard Business Review, 84(10), 92.
2. Parker, G. G., Van Alstyne, M. W., & Choudary, S. P. (2016). Platform revolution: How networked markets are transforming the economyand how to make them work for you: WW Norton & Company.
3. Rochet, J.-C., & Tirole, J. (2004). Defining two-sided markets. Toulouse, France: IDEI, mimeo, January.
4. West, J. (2003). How open is open enough?: Melding proprietary and open source platform strategies. Research policy, 32(7), 1259-1285.
5. Williamson, O. E. (1975). Markets and Hierarchies, New York: Free Press.

網路資源
1. Steam官方網站,https://store.steampowered.com/
描述 碩士
國立政治大學
企業管理研究所(MBA學位學程)
110363092
資料來源 http://thesis.lib.nccu.edu.tw/record/#G0110363092
資料類型 thesis
dc.contributor.advisor 巫立宇<br>林宜霓zh_TW
dc.contributor.advisor Wu, Li-Yu<br>Lin, Yi-Nien_US
dc.contributor.author (Authors) 呂易桓zh_TW
dc.contributor.author (Authors) Lu, Yi-Huanen_US
dc.creator (作者) 呂易桓zh_TW
dc.creator (作者) Lu, Yi-Huanen_US
dc.date (日期) 2023en_US
dc.date.accessioned 2-Aug-2023 13:37:02 (UTC+8)-
dc.date.available 2-Aug-2023 13:37:02 (UTC+8)-
dc.date.issued (上傳時間) 2-Aug-2023 13:37:02 (UTC+8)-
dc.identifier (Other Identifiers) G0110363092en_US
dc.identifier.uri (URI) http://nccur.lib.nccu.edu.tw/handle/140.119/146452-
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) 110363092zh_TW
dc.description.abstract (摘要) 本論文旨在分析Valve公司 (後稱V公司) 在個人電腦遊戲平台市場中的成功因素,並探討目前遊戲產業的概況。
隨著科技的不斷進步,遊戲產業已成為現代產值最高的娛樂市場之一,而在當中個人電腦遊戲持續維持著穩健的成長,個人電腦遊戲平台也成為現代遊戲產業中不可忽視的重要組成部分。這種平台提供了便捷的遊戲體驗、多樣化的遊戲選擇以及社群互動,吸引了大量的玩家。本論文將分個人電腦遊戲平台市場的現狀和趨勢,並利用行銷策略4C架構分析V公司在個人電腦遊戲平台的成功要素。
首先,論文將回顧目前遊戲市場的概況。近年來,遊戲產業經歷了快速增長,成為全球最受歡迎和盈利最高的娛樂形式之一。不僅大型遊戲公司,小型獨立開發者也在遊戲市場中取得了成功。遊戲市場的多樣性和競爭激烈使得個人電腦遊戲平台成為眾多公司開發的重點。
其次,論文將介紹行銷策略4C架構,並利用此理論架構分析探討V公司的遊戲平台。開發一個成功的遊戲平台需要考慮多個因素,包括技術能力、遊戲內容、用戶體驗和市場競爭力等。許多大型科技公司都已經建立了自己的平台,並投入了大量的資源試圖在市場中佔據一席之地。然而,即便有大量有力的大科技公司試圖在個人電腦遊戲平台進入市場,V公司依然維持著其在業界中的領先地位。V公司透過了成功了解大部分遊戲玩家的心理特質設計對應的平台活動,以及在平台提供良好的環境使各個平台參與者互動營造網路效應,成功讓V公司在面對資本及技術劣勢的狀況下仍能維持用戶的忠誠度並保持龍頭地位。
最後,論文將提出結論及後續研究方法建議,以幫助後續研究者在個人電腦遊戲平台的研究上能更加順利及深入,幫助我們深入了解這一市場的發展趨勢,並提供相應的建議和策略。
zh_TW
dc.description.abstract (摘要) This thesis aims to analyze the success factors of the company Valve (the V Company) in the PC gaming platform market and explore the current overview of the gaming industry. With the continuous advancement of technology, the gaming industry has become one of the highest-grossing entertainment markets today, and PC gaming has maintained steady growth within it, making PC gaming platforms an integral and significant component of the modern gaming industry. These platforms offer convenient gaming experiences, diverse game choices, and community interactions, attracting a large number of players. This thesis will examine the current status and trends in the PC gaming platform market and utilize the 4C framework to analyze the success factors of the V company in the PC gaming platform.
Firstly, the thesis will review the current overview of the gaming market. In recent years, the gaming industry has experienced rapid growth, becoming one of the most popular and profitable forms of entertainment globally. Not only large gaming companies but also small independent developers have achieved success in the gaming market. The diversity and intense competition in the gaming market have made the PC gaming platform a focal point for many companies` development efforts.
Secondly, the thesis will introduce the 4C framework of strategic marketing and employ this theoretical framework to analyze the V company`s gaming platform. Developing a successful gaming platform requires considering multiple factors, including technological capabilities, game content, user experience, and market competitiveness, among others. Many large technology companies have already established their platforms and invested significant resources to gain a foothold in the market. However, despite the strong competition from these major tech companies, the V company has maintained its leading position in the industry. Company V has achieved success by understanding the psychological characteristics of most gamers and designing corresponding platform activities. They have also provided a conducive environment on the platform for participants to interact and create network effects. Despite facing capital and technological disadvantages, Company V has successfully maintained user loyalty and remained a leader in the industry.
Finally, the thesis will present conclusions and suggest future research methods to assist subsequent researchers in conducting more smooth and in-depth investigations into PC gaming platforms. This will help us gain a deeper understanding of the market`s development trends and provide corresponding recommendations and strategies.
en_US
dc.description.tableofcontents 第一章 緒論 p1
第一節 研究背景與動機 p1
第二節 研究目的 p2
第三節 研究流程 p3
第二章 文獻探討 p5
第一節 平台商業模式 p5
第二節 行銷策略4C模型 p6
第三章 產業背景、個案公司及訪談整理 p11
第一節 遊戲產業發展趨勢 p11
第二節 V公司介紹 p15
第三節 V公司遊戲平台Steam介紹 p16
第四節 訪談整理 p18
第四章 個案分析 p21
第一節 V公司的遊戲平台Steam商業模式特色 p21
第二節 行銷策略4C模型分析V公司 p27
第五章 結論與建議 p31
第一節 研究結論 p31
第二節 研究限制及建議 p33
參考文獻 p34
zh_TW
dc.format.extent 1332626 bytes-
dc.format.mimetype application/pdf-
dc.source.uri (資料來源) http://thesis.lib.nccu.edu.tw/record/#G0110363092en_US
dc.subject (關鍵詞) 個人電腦zh_TW
dc.subject (關鍵詞) 遊戲zh_TW
dc.subject (關鍵詞) 平台zh_TW
dc.subject (關鍵詞) 策略行銷4Czh_TW
dc.subject (關鍵詞) Personal computer (PC)en_US
dc.subject (關鍵詞) Gamingen_US
dc.subject (關鍵詞) Platformen_US
dc.subject (關鍵詞) 4C Framework of strategic Marketingen_US
dc.title (題名) 以4C架構探討PC遊戲平台 -以V公司為例zh_TW
dc.title (題名) Exploring PC Gaming Platforms through the 4C Framework - A case study of V companyen_US
dc.type (資料類型) thesisen_US
dc.relation.reference (參考文獻) 中文文獻
1. 李宏(2018),平台經濟新戰略,中國經濟出版社。
2. 巫立宇、邱志聖(2015),銷售與顧客關係管理,台北市:新陸書局。
3. 邱志聖(2020),策略行銷分析:架構與實務應用五版,台北市:智勝文化。

外文文獻
1. Eisenmann, T., Parker, G., & Van Alstyne, M. W. (2006). Strategies for two-sided markets. Harvard Business Review, 84(10), 92.
2. Parker, G. G., Van Alstyne, M. W., & Choudary, S. P. (2016). Platform revolution: How networked markets are transforming the economyand how to make them work for you: WW Norton & Company.
3. Rochet, J.-C., & Tirole, J. (2004). Defining two-sided markets. Toulouse, France: IDEI, mimeo, January.
4. West, J. (2003). How open is open enough?: Melding proprietary and open source platform strategies. Research policy, 32(7), 1259-1285.
5. Williamson, O. E. (1975). Markets and Hierarchies, New York: Free Press.

網路資源
1. Steam官方網站,https://store.steampowered.com/
zh_TW