學術產出-學位論文

題名 虛擬社群之價值共創活動 -- 以BBS社群為例
作者 張元力
Chang, Yuan Li
貢獻者 李仁芳
Lee, Jen Fang
張元力
Chang, Yuan Li
關鍵詞 虛擬社群
共創價值
經驗網路
電子佈告欄
商業模式
Virtual Community
Value co-creating
Experience Network
BBS
Business Model
日期 2004
上傳時間 18-九月-2009 09:36:44 (UTC+8)
摘要 2000年dot com泡沫化後,許多人對於網路公司的夢想破滅,網際網路回到更務實的面向。網路中的價值創造並非無中生有,但是網路的價值創造打破了價值鍊的架構,而是以一種共創(Co-creation)的形式來進行。本研究以個案探討的方式,深入研究台灣具代表性的BBS虛擬社群平台,藉以探討下列三個問題:

--在虛擬社群中,社群成員、發展者與社群平台如何共創價值?
--商業化與非商業化社群在價值共創上是否有所不同?
--從非商業化到商業化的過程中,虛擬社群的組成有何變化?

研究發現顯示,虛擬社群間的共創價值活動,仰賴著共同的經驗網路,以價值星系的方式來創造。而因為社群組成與內容的不同,會面臨不一樣的管理議題與平台需求。合適的跨平台與平台多角化,將可以拓展虛擬社群間共同的經驗網路,增加價值共創的機會。

而商業化與非商業化的虛擬社群,在價值共創的本質上並無不同,但是社群平台商業化色彩過濃將影響社群成員在其中的活躍度。非商業化社群的經營在學術網路的規範下,能取得營運經費的管道較少。但相對而言是一個較佳的發展環境。

從非商業化到商業化的過程中,產權的轉移需要妥善規劃,而在管理風格與管理理念上,也不應該有太大幅度的變動,否則將導致社群成員的重組、甚至流失。
After the dot com foam, the dream to the internet company of a lot of people evaporated. The internet got back to more practical facing in 2000. The value in the internet is created and does not create something out of nothing, but the value of the internet creates the structure of breaking the value chain, but goes on in a kind of form created “Co-creation". The way probed into by the case in this research, further investigate representative BBS platform of virtual community of Taiwan, and use to probe into the following three questions:

--In the virtual community, how with the platform, community, and developer create value?

--Is commercial community different from in-commercial community in value co-creation?

--From commercialization to commercialized course, what changes does the composition of virtual community have?

Discover that shows, value creation activity among the virtual communities are dependent on the common experience network; create by way of value galaxy. And because the community makes up different content, it will face the different management topic and platform demand. Suitable stepping the platform can expand the common experience network among the virtual communities; offer more opportunities that value is created.

Commercialization and in-commercialization virtual community are not different on the essence that value creates, but it will influence community members in activeness degree among them that the commercialized color of community platform is passed thick. Commercialize management of community under academic norm of network, can is it operate channel of funds less to obtain. But comparatively speaking a better development environment.

From commercialization to commercialized course, the transformation of the property right needs appropriate planning, in idea; there should not be change by a large margin either in the managerial style and management, otherwise cause the reorganization, even loss of community members.
參考文獻 中文文獻
1. 王孟邦 (2001),《虛擬社群管理、社群績效、與獲利模式關係之探討》,政治大學資訊管理研究所碩士論文。
2. 王亨佳 (2004),《使用者社群創新協作平台建構之研究 - 以數位內容產業為例》,政治大學科技管理研究所碩士論文。
3. 王盈勛 (2003),《軟體產業的顧客知識運用、產權與組織形式》,政治大學科技管理研究所碩士論文。
4. 史倩玲 (2005),《解讀Blog全球現象》,數位時代雙週刊108期,pp. 56-79。
5. 朱道凱譯 (1998),Hagel III, J. and Armstrong, A. G. (1998),《網路商機 -- 如何經營虛擬社群》(Net gain: Expanding markets through virtual community),臉譜出版。
6. 李仁芳 (2000),《LKK的波特,與3.5版知識管理》,數位時代雙週刊,2000/02。
7. 馬之駿 (2000),《不愛家愛創業,願境網訊實現網路新願景》,新新聞週報689期,pp. 110-112。
8. 許士軍 (2003),《預告新策略時代誕生的一道曙光》,消費者王朝推薦序,天下出版。
9. 陳定富 (2000),《網際網路商業模式與專利關係之探討》,政治大學智慧財產權研究所碩士論文。
10. 張瀚仁 (2000),《個人化技術對虛擬社群發展之影響》,政治大學資訊管理研究所碩士論文。
11. 黃剛銘 (2003),《虛擬社群激勵機制之研究》,南華大學管理研究所碩士論文。
12. 彭漣漪 (2003),《KKman: 64萬網友的online不夜城》,e天下雜誌2003年8月號。
13. 賀嘉生 (2001),《應用資料探索理論分析BBS使用者互動行為》,中原大學資訊工程研究所碩士論文。
14. 楊維中 (2004),《台灣十年網路分享史》,破報新聞,http://publish.pots.com.tw/Chinese/CoverStory/2004/12/03/338_4cover/index.html
15. 湯宗勳、丁麗萍譯 (2002),Hagel III, J. and Singer, M. (1999),《網路價值 -- 逆向市場上的資訊仲介者》(Net Worth: Shaping Markets when Customers Make the Rules),臉譜出版。
16. 廖元禛 (1999),《虛擬社群創新採用行為及其相關因素之研究》,政治大學氣焰管理研究所碩士論文。
17. 詹子瑩、李仁芳 (2003),《社群創新模式與產業政策發展 — 使用者網路協作創新社群於軟體創新開發之運用》,資策會資訊市場情報中心。
18. 趙國仁、陳年興、何扭今(1995),《TANet BBS 的過去、現在與未來》,教育部電子計算機中心簡訊,8406:7-15。
19. 顧淑馨譯 (2004),Prahalad, C. K. and Ramaswamy, V. (2002),《消費者王朝 -- 與顧客共創價值》(The Future of Competition: Co-creation Unique Value with Customers),天下雜誌出版。
英文文獻
20. Adler, R. P. and Christopher, A. J., (1998), “Internet community primer overview and business opportunities”, http://www.digiplaces.com/
21. Kabil, A., Friesen, G. B. and Sundaran, A., (1999), “Co-creation: A new source of value”, Outlook 1999, Number 2, pp. 38-43.
22. Amit R. and Zott C., (2001), “Value Creation in E-Business”, Strategic Management Journal, Vol.22, pp. 493-520.
23. Daft, R. L. and Lengel, R. H., (1986), “Organizational Information requirements, media richness, and structural design”, Management Science, 32(5), pp. 554-571.
24. Etzioni, A., and Etzioni, O., (1999), “Face-to-face and computer-mediated communities, a comparative analysis”, The Information Society, Vol. 15, pp. 241-248.
25. Frezza, B., (1998), “It’s time to examine your company’s e-business model”, Internetweek, Issue 720, p42.
26. Gooding, D., (1998), “Understanding the net’s business model”, Communications Week, Issue 590, p46.
27. Grant, G. L., (1998), “Excerpt: Internet Business Model”. CommerceNet, Nov.19.
28. Hanson, W.,(1999),”Online community”, in Principles of Internet Marketing, 1se ed., South-Western College Publishing.
29. Kannan, P. K., Chang, A. M. and Whinston, A. B.,(1998), “Marketing information on the I-way”, Communications of the ACM, Vol. 41, No. 3, Mar. 1998, pp. 35-43.
30. Kozinets and Robert, V., (1999), “E-Tribalized Marketing?: The Strategic Implications of Virtual Communities of Consumption”, European Management Journal, 17 (3), 252-264.
31. Hagel III, J. and Armstrong, A. G., (1996), “The Real Value of On-Line Communities”, Harvard Business Review. May/Jun 1996, pp 134
32. McMillian, D. W., and Chavis, D. M., (1986), “Sense of community: A definition and theory”, Journal of Community Psychology, vol. 14, pp. 6-23.
33. Mintzberg, H.,Lampel, J., Quinn, J. B. and Ghoshal, S., (2002), “The Strategy Process 4th edition”, Prentice Hall.
34. Normann, R. and Ramirez, R., (1993), “From Value Chain to Value Constellation: Designing Interactive Strategy”, Harvard Business Review, July-August , pp. 65-77.
35. Timmers, P.,Gadient, Y.,Schmid, B. and Selz, D., (1998), “Business Models for Electronic Markets”, “Electronic Markets, Vol.8-No.2.
36. Prahalad, C. K. and Ramaswamy, V., (2000), “Co-opting Customer Competence”, Harvard Business Review, Jan/Feb 2000, pp. 79.
37. Ramirez, R., (1999), “Value co-production: intellectual origins and implications for practice and research”, Strategic Management Journal, Vol. 20, pp. 49-65.
38. Rappa, M., (2005), “Business Models on the Web”, http://digitalenterprise.org/models/models.html
39. Raymond, E. S., (1998), “The Cathedral and the Bazaar”,
http://www.tuxedo.org/~esr/writings/cathedral-bazaar.html
40. Rayport, J. F. and Sviokla, J. J.,(1999), “Exploiting the Virtual Value Chain”, Creating value in the network economy, pp. 35-51.
41. Rheingold, H., (1993), “Virtual Community: Homesteading on the Electronic Frontier”, Addison-Wesley, Reading, MA.
42. Romm, C., and Pliskin, N., and Clarke, R., (1997), “Virtual Communities and Society: Toward an Integrative Three Phase Model”, International Journal of Information Management, Vol. 17, No. 4, pp. 261-270.
43. Williams, R. L. and Cothrel, J., (2000), “Four smart ways to run online communities”, Sloan Management Review, Vol. 41, Iss. 4, pp. 81-91.
44. Yin, R. K., (1994), “Case Study Research: Design and Methods”, 2nd ed., SAGE Publications.
參考網站
45. AISP情報顧問服務網站,http://mic.iii.org.tw/intelligence/
46. Alexa.com網路調查,http://www.alexa.com/
47. ASCII Chart,http://www.jimprice.com/jim-asc.htm
48. Creative Commons, http://creativecommons.org/
49. FidoNet,http://www.fidonet.org/
50. KKCITY,http://www.kkcity.com.tw/、telnet://bbs.kkcity.com.tw/
51. Linux Magazine,http://www.linux-magazine.com/
52. 巴哈姆特電玩資訊站,http://www.gamer.com.tw/、telnet://bbs.gamer.com.tw/
53. 批踢踢實業坊,http://ptt.cc/、telnet://ptt.cc/
54. 旺普網路資訊,http://www.oneup.com.tw/
55. 教育部全球資訊網 – 台灣學術網路的運作,http://www.edu.tw/tanet/
56. 創市際市場研究,http://www.insightxplorer.com/
57. 無名小站,http://wretch.cc/、telnet://bbs.wretch.cc/
58. 資策會ACI-FIND,http://www.find.org.tw/
59. 經濟部技術處,http://doit.moea.gov.tw/
60. 願境網訊,http://www.skysoft.com.tw/
參考BLOG
61. EL,美女經濟與無名小站,http://elise.o3.net/mt/000092.html
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65. arthur,BASICom.org,http://basicom.org/
66. Mining,街發流行,http://popblog.focusing.com.tw/
描述 碩士
國立政治大學
科技管理研究所
92359012
93
資料來源 http://thesis.lib.nccu.edu.tw/record/#G0923590121
資料類型 thesis
dc.contributor.advisor 李仁芳zh_TW
dc.contributor.advisor Lee, Jen Fangen_US
dc.contributor.author (作者) 張元力zh_TW
dc.contributor.author (作者) Chang, Yuan Lien_US
dc.creator (作者) 張元力zh_TW
dc.creator (作者) Chang, Yuan Lien_US
dc.date (日期) 2004en_US
dc.date.accessioned 18-九月-2009 09:36:44 (UTC+8)-
dc.date.available 18-九月-2009 09:36:44 (UTC+8)-
dc.date.issued (上傳時間) 18-九月-2009 09:36:44 (UTC+8)-
dc.identifier (其他 識別碼) G0923590121en_US
dc.identifier.uri (URI) https://nccur.lib.nccu.edu.tw/handle/140.119/34367-
dc.description (描述) 碩士zh_TW
dc.description (描述) 國立政治大學zh_TW
dc.description (描述) 科技管理研究所zh_TW
dc.description (描述) 92359012zh_TW
dc.description (描述) 93zh_TW
dc.description.abstract (摘要) 2000年dot com泡沫化後,許多人對於網路公司的夢想破滅,網際網路回到更務實的面向。網路中的價值創造並非無中生有,但是網路的價值創造打破了價值鍊的架構,而是以一種共創(Co-creation)的形式來進行。本研究以個案探討的方式,深入研究台灣具代表性的BBS虛擬社群平台,藉以探討下列三個問題:

--在虛擬社群中,社群成員、發展者與社群平台如何共創價值?
--商業化與非商業化社群在價值共創上是否有所不同?
--從非商業化到商業化的過程中,虛擬社群的組成有何變化?

研究發現顯示,虛擬社群間的共創價值活動,仰賴著共同的經驗網路,以價值星系的方式來創造。而因為社群組成與內容的不同,會面臨不一樣的管理議題與平台需求。合適的跨平台與平台多角化,將可以拓展虛擬社群間共同的經驗網路,增加價值共創的機會。

而商業化與非商業化的虛擬社群,在價值共創的本質上並無不同,但是社群平台商業化色彩過濃將影響社群成員在其中的活躍度。非商業化社群的經營在學術網路的規範下,能取得營運經費的管道較少。但相對而言是一個較佳的發展環境。

從非商業化到商業化的過程中,產權的轉移需要妥善規劃,而在管理風格與管理理念上,也不應該有太大幅度的變動,否則將導致社群成員的重組、甚至流失。
zh_TW
dc.description.abstract (摘要) After the dot com foam, the dream to the internet company of a lot of people evaporated. The internet got back to more practical facing in 2000. The value in the internet is created and does not create something out of nothing, but the value of the internet creates the structure of breaking the value chain, but goes on in a kind of form created “Co-creation". The way probed into by the case in this research, further investigate representative BBS platform of virtual community of Taiwan, and use to probe into the following three questions:

--In the virtual community, how with the platform, community, and developer create value?

--Is commercial community different from in-commercial community in value co-creation?

--From commercialization to commercialized course, what changes does the composition of virtual community have?

Discover that shows, value creation activity among the virtual communities are dependent on the common experience network; create by way of value galaxy. And because the community makes up different content, it will face the different management topic and platform demand. Suitable stepping the platform can expand the common experience network among the virtual communities; offer more opportunities that value is created.

Commercialization and in-commercialization virtual community are not different on the essence that value creates, but it will influence community members in activeness degree among them that the commercialized color of community platform is passed thick. Commercialize management of community under academic norm of network, can is it operate channel of funds less to obtain. But comparatively speaking a better development environment.

From commercialization to commercialized course, the transformation of the property right needs appropriate planning, in idea; there should not be change by a large margin either in the managerial style and management, otherwise cause the reorganization, even loss of community members.
en_US
dc.description.tableofcontents 目錄 i
表目錄 ii
圖目錄 iv
第一章 緒論 - 1 -
第一節、 研究背景與動機 - 1 -
第二節、 研究目的與問題 - 3 -
第三節、 章節介紹 - 4 -
第二章 文獻探討 - 5 -
第一節、 虛擬社群(Virtual Community) - 5 -
第二節、 價值共創(Value Co-creation) - 15 -
第三節、 網路商業模式 - 27 -
第四節、 BBS社群與發展歷程 - 33 -
第三章 研究方法 - 43 -
第一節、 研究設計與流程 - 43 -
第二節、 研究架構 - 45 -
第三節、 研究對象 - 52 -
第四節、 研究限制 - 55 -
第四章 個案研究 - 57 -
第一節、 批踢踢實業坊 - 57 -
第二節、 巴哈姆特電玩資訊站 - 74 -
第三節、 無名小站 - 92 -
第四節、 KKCity - 107 -
第五章 研究發現 - 111 -
第一節、 個案整理與比較 - 111 -
第二節、 社群成員、發展者與平台如何共創價值?(研究問題一) - 119 -
第三節、 商業化與否對虛擬社群價值共創的影響(研究問題二) - 139 -
第四節、 商業化的過程中,虛擬社群組成的變化。(研究問題三) - 144 -
第五節、 其他發現 - 148 -
第六章 結論與建議 - 153 -
第一節、 研究結論 - 153 -
第二節、 研究建議 - 155 -
第三節、 後續研究建議 - 157 -
參考文獻 - 159 -
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dc.language.iso en_US-
dc.source.uri (資料來源) http://thesis.lib.nccu.edu.tw/record/#G0923590121en_US
dc.subject (關鍵詞) 虛擬社群zh_TW
dc.subject (關鍵詞) 共創價值zh_TW
dc.subject (關鍵詞) 經驗網路zh_TW
dc.subject (關鍵詞) 電子佈告欄zh_TW
dc.subject (關鍵詞) 商業模式zh_TW
dc.subject (關鍵詞) Virtual Communityen_US
dc.subject (關鍵詞) Value co-creatingen_US
dc.subject (關鍵詞) Experience Networken_US
dc.subject (關鍵詞) BBSen_US
dc.subject (關鍵詞) Business Modelen_US
dc.title (題名) 虛擬社群之價值共創活動 -- 以BBS社群為例zh_TW
dc.type (資料類型) thesisen
dc.relation.reference (參考文獻) 中文文獻zh_TW
dc.relation.reference (參考文獻) 1. 王孟邦 (2001),《虛擬社群管理、社群績效、與獲利模式關係之探討》,政治大學資訊管理研究所碩士論文。zh_TW
dc.relation.reference (參考文獻) 2. 王亨佳 (2004),《使用者社群創新協作平台建構之研究 - 以數位內容產業為例》,政治大學科技管理研究所碩士論文。zh_TW
dc.relation.reference (參考文獻) 3. 王盈勛 (2003),《軟體產業的顧客知識運用、產權與組織形式》,政治大學科技管理研究所碩士論文。zh_TW
dc.relation.reference (參考文獻) 4. 史倩玲 (2005),《解讀Blog全球現象》,數位時代雙週刊108期,pp. 56-79。zh_TW
dc.relation.reference (參考文獻) 5. 朱道凱譯 (1998),Hagel III, J. and Armstrong, A. G. (1998),《網路商機 -- 如何經營虛擬社群》(Net gain: Expanding markets through virtual community),臉譜出版。zh_TW
dc.relation.reference (參考文獻) 6. 李仁芳 (2000),《LKK的波特,與3.5版知識管理》,數位時代雙週刊,2000/02。zh_TW
dc.relation.reference (參考文獻) 7. 馬之駿 (2000),《不愛家愛創業,願境網訊實現網路新願景》,新新聞週報689期,pp. 110-112。zh_TW
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