dc.coverage.temporal | 計畫年度:93 起迄日期:20040801~20051031 | en_US |
dc.creator (作者) | 賴建都 | zh_TW |
dc.date (日期) | 2004 | en_US |
dc.date.accessioned | 18-Apr-2007 16:32:36 (UTC+8) | en_US |
dc.date.accessioned | 2008-09-08 | - |
dc.date.available | 18-Apr-2007 16:32:36 (UTC+8) | en_US |
dc.date.available | 2008-09-08 | - |
dc.date.issued (上傳時間) | 18-Apr-2007 16:32:36 (UTC+8) | en_US |
dc.identifier (Other Identifiers) | 932411H004035.pdf | en_US |
dc.identifier.uri (URI) | http://tair.lib.ntu.edu.tw:8000/123456789/3594 | en_US |
dc.identifier.uri (URI) | https://nccur.lib.nccu.edu.tw/handle/140.119/3594 | - |
dc.description (描述) | 核定金額:589700元 | en_US |
dc.description.abstract (摘要) | 自政府宣示「二兆雙星」計畫以來,其中的數位內容及文化創意產業已成為各部門 積極推動的目標,特別是數位內容產品更是政府極力扶植的產業,其中數位娛樂項目更 是國內數位產品中,少數具備國際競爭力與市場潛力的產品。鄰近的日韓兩國在推動網 路遊戲已有顯著的成果,台灣產業在面對外來的競爭,必須加強產品內容設計與行銷策 略,才能打開通路、建立品牌知名度與市場佔有率。 近年來政府雖大力扶植線上遊戲產業,民間也投入大量資金在開發相關產品上,但 學術界仍缺乏對數位娛樂產業的行銷通路與品牌發展研究,特別是線上遊戲的內容研 究。本研究將針對數位娛樂產業之網路線上遊戲的內容設計範疇,特別鎖定遊戲中的虛 擬角色造形與場景設計方式,藉由瞭解使用者的偏好程度,發展出使用者喜好產品的類 型與模式,作為未來相關遊戲產業開發新產品時的依據與參考。研究團隊預計未來將採 用多重性研究方法(Pluralistic research methodologies),透過質化研究的焦點團 體訪談與量化研究的問卷調查法進行資料蒐集,希冀從研究樣本中歸納、分析出使用者 對虛擬角色造形與場景設計的偏好模式,使未來相關實務產業有較嚴謹的參考指標。 | - |
dc.description.abstract (摘要) | In 2002, the Executive Yuan announced two hundred billions plan on the digital industry, especially focusing on digital contents and cultural creativity industries. Among these industries, the business of digital entertainment is the one with the capabilities of product competition and marketing potential. The online game industries in Japan and Korea have made a profound progress in their product research and development. To compete with these two big competitors, Taiwan』s online industries need to improve their marketing strategy and content design, thus they can build their brand awareness and increase their marketing share. Although the government makes a lot of efforts on promoting the online game, and the industry also invests much money in product design, the academic still lack of research topics on digital entertainment marketing and brand strategy, especially on the topic of online game content design. The study will concentrate on the online game visual design and focus on characters formation and platform, background design. To understand the preferences of online game users, the research team will try to frame the model or formula for the game designers, therefore the result of the study can serve for a guideline for future online game designers and programmers. | - |
dc.format | applicaiton/pdf | en_US |
dc.format.extent | bytes | en_US |
dc.format.extent | 459916 bytes | en_US |
dc.format.extent | 459916 bytes | - |
dc.format.extent | 13616 bytes | - |
dc.format.mimetype | application/pdf | en_US |
dc.format.mimetype | application/pdf | en_US |
dc.format.mimetype | application/pdf | - |
dc.format.mimetype | text/plain | - |
dc.language | zh-TW | en_US |
dc.language.iso | zh-TW | en_US |
dc.publisher (Publisher) | 臺北市:國立政治大學廣告學系 | en_US |
dc.rights (Rights) | 行政院國家科學委員會 | en_US |
dc.subject (關鍵詞) | 數位內容;網路線上遊戲;虛擬角色造形;場景設計 | - |
dc.subject (關鍵詞) | Digital Contents;Internet online game;Characters Formation;Platform & background design | - |
dc.title (題名) | 網路遊戲玩家對線上遊戲之虛擬角色造形與場景設計偏好模式之研究 | zh_TW |
dc.title.alternative (其他題名) | The Study on Online Game Players` Preference toward Virtual Characters Formation and Screen Design | - |
dc.type (資料類型) | report | en |