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題名 遊戲開發公司的業務計劃
Video Game Development Company Business Plan
作者 歐馬
Omar Sawi
貢獻者 何小台
Chester Ho
歐馬
Omar Sawi
關鍵詞 遊戲開發
業務計劃
公司
Video Game Development
Business Plan
Company
日期 2012
上傳時間 1-Jul-2014 12:11:07 (UTC+8)
摘要 遊戲開發公司的業務計劃
The goal is to start a company that creates special, meaningful and enjoyable interactive experiences, furthering the art and science of video game creation. We aim to artistically craft games so that the content and moods are unique, based on themes of the world’s nature and cultures, bringing a little magic into people’s lives. We aim to evoke an emotional response in the player by carefully refining the game mechanics and atmosphere to achieve excellent quality. Our products are designed to be accessible to as many as possible, but primarily to the gamer demographic.
     We follow a project-based financing model. Our first project has a budget of 18 million TWD, where we seek 9 million TWD in funding, and estimate a rate of return on investment of about 100% after 2 years.
     Our business will take advantage of new and improved digital distribution channels and the possibilities afforded by new ways of paying for content. We will exploit the lack of innovation at the high-end of the gaming market, and the lack of depth and sophistication at the low-end through innovative “mid-core” offerings at affordable prices. We target underserved game genres and platforms with higher barriers to entry and follow a range of cost reduction strategies to create the best experiences at lower cost. This includes using an episodic or reduced-content game format enabled by the lower overheads of digital distribution.
     Technology partnerships with European middleware vendors will give us access to the most advanced technologies in the industry while leading to lower production costs and quicker time to market. A multiplatform strategy during game development will maximize opportunities for market accessibility.
     We focus on building valuable original IP and developing a competitive advantage in advanced games and 3D graphics technology. Our location in Taiwan allows us to develop at lower cost, while we supplement top talents from Taiwan with world-class specialists from Europe.
     We will seek out partnerships with platform holders in need of innovative software to increase their hardware sales and where our products can achieve the highest visibility in the rapidly growing market for digitally downloadable games.
TABLE OF CONTENTS
     TABLE OF CONTENTS
     1. Executive summary 1
     2. Market 3
     2.1 The games industry 3
     2.2 Growth of digital distribution 3
     2.3 Lower consumer choice in the high-budget market 3
     2.4 The rising popularity of independent games 4
     2.5 Explosion of developer interest in the growing mobile market 4
     2.6 The transition to a new console generation 6
     2.7 The rising sophistication and cost-savings of middleware tools 7
     3. Product 8
     3.1 Long term product plans 8
     3.2 Short term product plans 8
     3.3 Business model 9
     3.4 Product features 10
     3.5 History and characteristics of the platform game genre 10
     3.6 Current status of 3D platform games 11
     3.7 3D platform games market underserved 12
     3.8 The 3D action-platform genre is an overlooked and attractive proposition 13
     4. Sales and Marketing 14
     4.1 Customer segments for business 14
     4.2 Customer segments for product 14
     4.3 Competition 15
     4.4 Positioning and pricing strategy 16
     4.5 Marketing strategies 16
     5. Development 19
     5.1 Cost reduction measures 19
     5.2 Development plan 20
     5.3 Partnership with BitSquid 21
     6. Financials 23
     6.1 Sales projections 23
     6.2 Income statement 24
     6.3 Long term cash-flow projections 25
     6.4 Funding 25
     7. References 26
     8. Appendix 28
     8.1 Business model canvas 28
     8.2 Visual reference 29
參考文獻 1. London Venture Partners, http://www.londonvp.com/#the-sector
     2. Forbes, http://www.forbes.com/sites/johngaudiosi/2012/07/18/new-reports-forecasts-global-video-game-industry-will-reach-82-billion-by-2017/
     3. Game Industry International, http://www.gamesindustry.biz/articles/2013-03-29-digital-game-sales-growing-33-percent
     4. Yahoo Games, http://games.yahoo.com/blogs/plugged-in/ailing-video-game-industry-222612072.html
     5. IDC, http://www.idc.com/tracker/showproductinfo.jsp?prod_id=655#.UWaJJ6JPn_o
     6. Streaming Colour Blog, http://www.streamingcolour.com/blog/2011/09/28/results-ios-game-revenue-survey/
     7. Game Developers Conference, http://www.gdconf.com/news/gdc_state_of_the_industry_rese.html
     8. IGN magazine, http://www.gamesindustry.biz/articles/2013-05-23-microsoft-new-console-generation-can-grow-market-by-30-percent
     9. Wikipedia, Tales of Monkey Island, http://en.wikipedia.org/wiki/Tales_of_Monkey_Island
     10. VG247, http://www.vg247.com/2011/11/10/limbo-has-sold-over-1-million-units-mac-version-to-release-before-years-end/
     11. Gamasutra, http://gamasutra.com/view/news/39449/Super_Meat_Boy_sells_1_million_copies.php
     12. Gamasutra, http://www.gamasutra.com/view/news/39713/Xbox_Live_Arcde_by_the_numbers__the_2011_year_in_review.php
     13. Reddit discussion forum http://www.reddit.com/r/Games/comments/14khd9/why_did_the_3d_platformer_essentially_die_out/
     14. BitSquid, http://www.bitsquid.se
     15. Gamasutra, http://www.gamasutra.com/php-bin/news_index.php?story=17707
描述 碩士
國立政治大學
國際經營管理英語碩士學位學程(IMBA)
100933001
101
資料來源 http://thesis.lib.nccu.edu.tw/record/#G0100933001
資料類型 thesis
dc.contributor.advisor 何小台zh_TW
dc.contributor.advisor Chester Hoen_US
dc.contributor.author (Authors) 歐馬zh_TW
dc.contributor.author (Authors) Omar Sawien_US
dc.creator (作者) 歐馬zh_TW
dc.creator (作者) Omar Sawien_US
dc.date (日期) 2012en_US
dc.date.accessioned 1-Jul-2014 12:11:07 (UTC+8)-
dc.date.available 1-Jul-2014 12:11:07 (UTC+8)-
dc.date.issued (上傳時間) 1-Jul-2014 12:11:07 (UTC+8)-
dc.identifier (Other Identifiers) G0100933001en_US
dc.identifier.uri (URI) http://nccur.lib.nccu.edu.tw/handle/140.119/67135-
dc.description (描述) 碩士zh_TW
dc.description (描述) 國立政治大學zh_TW
dc.description (描述) 國際經營管理英語碩士學位學程(IMBA)zh_TW
dc.description (描述) 100933001zh_TW
dc.description (描述) 101zh_TW
dc.description.abstract (摘要) 遊戲開發公司的業務計劃zh_TW
dc.description.abstract (摘要) The goal is to start a company that creates special, meaningful and enjoyable interactive experiences, furthering the art and science of video game creation. We aim to artistically craft games so that the content and moods are unique, based on themes of the world’s nature and cultures, bringing a little magic into people’s lives. We aim to evoke an emotional response in the player by carefully refining the game mechanics and atmosphere to achieve excellent quality. Our products are designed to be accessible to as many as possible, but primarily to the gamer demographic.
     We follow a project-based financing model. Our first project has a budget of 18 million TWD, where we seek 9 million TWD in funding, and estimate a rate of return on investment of about 100% after 2 years.
     Our business will take advantage of new and improved digital distribution channels and the possibilities afforded by new ways of paying for content. We will exploit the lack of innovation at the high-end of the gaming market, and the lack of depth and sophistication at the low-end through innovative “mid-core” offerings at affordable prices. We target underserved game genres and platforms with higher barriers to entry and follow a range of cost reduction strategies to create the best experiences at lower cost. This includes using an episodic or reduced-content game format enabled by the lower overheads of digital distribution.
     Technology partnerships with European middleware vendors will give us access to the most advanced technologies in the industry while leading to lower production costs and quicker time to market. A multiplatform strategy during game development will maximize opportunities for market accessibility.
     We focus on building valuable original IP and developing a competitive advantage in advanced games and 3D graphics technology. Our location in Taiwan allows us to develop at lower cost, while we supplement top talents from Taiwan with world-class specialists from Europe.
     We will seek out partnerships with platform holders in need of innovative software to increase their hardware sales and where our products can achieve the highest visibility in the rapidly growing market for digitally downloadable games.
en_US
dc.description.abstract (摘要) TABLE OF CONTENTS
     TABLE OF CONTENTS
     1. Executive summary 1
     2. Market 3
     2.1 The games industry 3
     2.2 Growth of digital distribution 3
     2.3 Lower consumer choice in the high-budget market 3
     2.4 The rising popularity of independent games 4
     2.5 Explosion of developer interest in the growing mobile market 4
     2.6 The transition to a new console generation 6
     2.7 The rising sophistication and cost-savings of middleware tools 7
     3. Product 8
     3.1 Long term product plans 8
     3.2 Short term product plans 8
     3.3 Business model 9
     3.4 Product features 10
     3.5 History and characteristics of the platform game genre 10
     3.6 Current status of 3D platform games 11
     3.7 3D platform games market underserved 12
     3.8 The 3D action-platform genre is an overlooked and attractive proposition 13
     4. Sales and Marketing 14
     4.1 Customer segments for business 14
     4.2 Customer segments for product 14
     4.3 Competition 15
     4.4 Positioning and pricing strategy 16
     4.5 Marketing strategies 16
     5. Development 19
     5.1 Cost reduction measures 19
     5.2 Development plan 20
     5.3 Partnership with BitSquid 21
     6. Financials 23
     6.1 Sales projections 23
     6.2 Income statement 24
     6.3 Long term cash-flow projections 25
     6.4 Funding 25
     7. References 26
     8. Appendix 28
     8.1 Business model canvas 28
     8.2 Visual reference 29
-
dc.description.tableofcontents TABLE OF CONTENTS
     TABLE OF CONTENTS
     1. Executive summary 1
     2. Market 3
     2.1 The games industry 3
     2.2 Growth of digital distribution 3
     2.3 Lower consumer choice in the high-budget market 3
     2.4 The rising popularity of independent games 4
     2.5 Explosion of developer interest in the growing mobile market 4
     2.6 The transition to a new console generation 6
     2.7 The rising sophistication and cost-savings of middleware tools 7
     3. Product 8
     3.1 Long term product plans 8
     3.2 Short term product plans 8
     3.3 Business model 9
     3.4 Product features 10
     3.5 History and characteristics of the platform game genre 10
     3.6 Current status of 3D platform games 11
     3.7 3D platform games market underserved 12
     3.8 The 3D action-platform genre is an overlooked and attractive proposition 13
     4. Sales and Marketing 14
     4.1 Customer segments for business 14
     4.2 Customer segments for product 14
     4.3 Competition 15
     4.4 Positioning and pricing strategy 16
     4.5 Marketing strategies 16
     5. Development 19
     5.1 Cost reduction measures 19
     5.2 Development plan 20
     5.3 Partnership with BitSquid 21
     6. Financials 23
     6.1 Sales projections 23
     6.2 Income statement 24
     6.3 Long term cash-flow projections 25
     6.4 Funding 25
     7. References 26
     8. Appendix 28
     8.1 Business model canvas 28
     8.2 Visual reference 29
zh_TW
dc.language.iso en_US-
dc.source.uri (資料來源) http://thesis.lib.nccu.edu.tw/record/#G0100933001en_US
dc.subject (關鍵詞) 遊戲開發zh_TW
dc.subject (關鍵詞) 業務計劃zh_TW
dc.subject (關鍵詞) 公司zh_TW
dc.subject (關鍵詞) Video Game Developmenten_US
dc.subject (關鍵詞) Business Planen_US
dc.subject (關鍵詞) Companyen_US
dc.title (題名) 遊戲開發公司的業務計劃zh_TW
dc.title (題名) Video Game Development Company Business Planen_US
dc.type (資料類型) thesisen
dc.relation.reference (參考文獻) 1. London Venture Partners, http://www.londonvp.com/#the-sector
     2. Forbes, http://www.forbes.com/sites/johngaudiosi/2012/07/18/new-reports-forecasts-global-video-game-industry-will-reach-82-billion-by-2017/
     3. Game Industry International, http://www.gamesindustry.biz/articles/2013-03-29-digital-game-sales-growing-33-percent
     4. Yahoo Games, http://games.yahoo.com/blogs/plugged-in/ailing-video-game-industry-222612072.html
     5. IDC, http://www.idc.com/tracker/showproductinfo.jsp?prod_id=655#.UWaJJ6JPn_o
     6. Streaming Colour Blog, http://www.streamingcolour.com/blog/2011/09/28/results-ios-game-revenue-survey/
     7. Game Developers Conference, http://www.gdconf.com/news/gdc_state_of_the_industry_rese.html
     8. IGN magazine, http://www.gamesindustry.biz/articles/2013-05-23-microsoft-new-console-generation-can-grow-market-by-30-percent
     9. Wikipedia, Tales of Monkey Island, http://en.wikipedia.org/wiki/Tales_of_Monkey_Island
     10. VG247, http://www.vg247.com/2011/11/10/limbo-has-sold-over-1-million-units-mac-version-to-release-before-years-end/
     11. Gamasutra, http://gamasutra.com/view/news/39449/Super_Meat_Boy_sells_1_million_copies.php
     12. Gamasutra, http://www.gamasutra.com/view/news/39713/Xbox_Live_Arcde_by_the_numbers__the_2011_year_in_review.php
     13. Reddit discussion forum http://www.reddit.com/r/Games/comments/14khd9/why_did_the_3d_platformer_essentially_die_out/
     14. BitSquid, http://www.bitsquid.se
     15. Gamasutra, http://www.gamasutra.com/php-bin/news_index.php?story=17707
zh_TW