dc.contributor.advisor | 張力元 | zh_TW |
dc.contributor.advisor | Charles Trappey | en_US |
dc.contributor.author (Authors) | 包諾可 | zh_TW |
dc.contributor.author (Authors) | Enoc Burgos Gándara | en_US |
dc.creator (作者) | 包諾可 | zh_TW |
dc.creator (作者) | Enoc Burgos Gándara | en_US |
dc.date (日期) | 2004 | en_US |
dc.date.accessioned | 14-Sep-2009 09:53:38 (UTC+8) | - |
dc.date.available | 14-Sep-2009 09:53:38 (UTC+8) | - |
dc.date.issued (上傳時間) | 14-Sep-2009 09:53:38 (UTC+8) | - |
dc.identifier (Other Identifiers) | G0929330361 | en_US |
dc.identifier.uri (URI) | https://nccur.lib.nccu.edu.tw/handle/140.119/31379 | - |
dc.description (描述) | 碩士 | zh_TW |
dc.description (描述) | 國立政治大學 | zh_TW |
dc.description (描述) | 國際經營管理碩士班(IMBA) | zh_TW |
dc.description (描述) | 92933036 | zh_TW |
dc.description (描述) | 93 | zh_TW |
dc.description.abstract (摘要) | 宏都拉斯運用台灣商業經驗的商業發展架構:線上遊戲個案 | zh_TW |
dc.description.abstract (摘要) | Chapter I Business Overview 1.1 Mission and objectives 1.2 Limitations 1.3 Structure Chapter II Introduction 2.1 Beginning of the gaming industry 2.2 Current industry situation 2.3 Future industry expectations Chapter III Market Analysis 3.1 Market overview 3.2 Market research 3.2.1 Population size 3.2.2 Sample size 3.3 Market analysis 3.3.1 Demographics 3.4 Product demand analysis 3.4.1 Analysis of results 3.4.2 Summary of results 3.5 Study on market supply 3.6 Product pricing 3.7 Marketing strategy 3.7.1 The Product 3.7.2 Payment 3.7.3 Product Promotion 3.7.4 Entry Strategy 3.8 Market projections Chapter IV Operational Plan 4.1 Description of operations 4.1.1 Initial product licensing 4.1.2 Legal considerations and procedures 4.2 Operational details 4.3 Business location 4.4 Size of project 4.5 Availability of materials and costs 4.6 Human resources and organization 4.6.1 Organizational structure 4.6.2 Job descriptions 4.6.3 Wage structure 4.7 Installed capacity 4.7.1 Physical location 4.7.2 Equipment and furniture Chapter V Financial Plan 5.1 Investment plan 5.2 Budgets 5.2.1 Budget costs (direct and indirect costs) 5.2.2 Sales & management expenses 5.3 Financial statements 5.3.1 Income statement (pro-forma) 5.3.2 Cash flows 5.3.3 Statement of retained earnings 5.3.4 Balance sheet 5.4 Financial analysis 5.4.1 Breakeven point 5.4.2 Pay-back period 5.4.3 Methods for evaluating the project 5.5 Scenarios 5.5.1 Legal Issues Chapter VI Social Implications Conclusions References Appendices Appendix 3.1 Appendix 3.2 Appendix 3.3 | - |
dc.description.tableofcontents | Chapter I Business Overview 1.1 Mission and objectives 1.2 Limitations 1.3 Structure Chapter II Introduction 2.1 Beginning of the gaming industry 2.2 Current industry situation 2.3 Future industry expectations Chapter III Market Analysis 3.1 Market overview 3.2 Market research 3.2.1 Population size 3.2.2 Sample size 3.3 Market analysis 3.3.1 Demographics 3.4 Product demand analysis 3.4.1 Analysis of results 3.4.2 Summary of results 3.5 Study on market supply 3.6 Product pricing 3.7 Marketing strategy 3.7.1 The Product 3.7.2 Payment 3.7.3 Product Promotion 3.7.4 Entry Strategy 3.8 Market projections Chapter IV Operational Plan 4.1 Description of operations 4.1.1 Initial product licensing 4.1.2 Legal considerations and procedures 4.2 Operational details 4.3 Business location 4.4 Size of project 4.5 Availability of materials and costs 4.6 Human resources and organization 4.6.1 Organizational structure 4.6.2 Job descriptions 4.6.3 Wage structure 4.7 Installed capacity 4.7.1 Physical location 4.7.2 Equipment and furniture Chapter V Financial Plan 5.1 Investment plan 5.2 Budgets 5.2.1 Budget costs (direct and indirect costs) 5.2.2 Sales & management expenses 5.3 Financial statements 5.3.1 Income statement (pro-forma) 5.3.2 Cash flows 5.3.3 Statement of retained earnings 5.3.4 Balance sheet 5.4 Financial analysis 5.4.1 Breakeven point 5.4.2 Pay-back period 5.4.3 Methods for evaluating the project 5.5 Scenarios 5.5.1 Legal Issues Chapter VI Social Implications Conclusions References Appendices Appendix 3.1 Appendix 3.2 Appendix 3.3 | zh_TW |
dc.language.iso | en_US | - |
dc.source.uri (資料來源) | http://thesis.lib.nccu.edu.tw/record/#G0929330361 | en_US |
dc.subject (關鍵詞) | 宏都拉斯 | zh_TW |
dc.subject (關鍵詞) | Honduras | en_US |
dc.title (題名) | 宏都拉斯運用台灣商業經驗的商業發展架構:線上遊戲個案 | zh_TW |
dc.type (資料類型) | thesis | en |
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