English  |  正體中文  |  简体中文  |  Post-Print筆數 : 11 |  Items with full text/Total items : 88657/118248 (75%)
Visitors : 23501058      Online Users : 207
RC Version 6.0 © Powered By DSPACE, MIT. Enhanced by NTU Library IR team.
Scope Tips:
  • please add "double quotation mark" for query phrases to get precise results
  • please goto advance search for comprehansive author search
  • Adv. Search
    HomeLoginUploadHelpAboutAdminister Goto mobile version
    Please use this identifier to cite or link to this item: http://nccur.lib.nccu.edu.tw/handle/140.119/122431


    Title: 區塊鏈遊戲平台商業模式之研究
    Business Model of Blockchain Game Platform
    Authors: 張智翔
    Izumi, Sho
    Contributors: 詹文男
    張智翔
    Izumi, Sho
    Keywords: 區塊鏈
    遊戲
    平台
    商業模式
    Blockchain
    Game
    Platform
    Date: 2019
    Issue Date: 2019-03-06 12:11:29 (UTC+8)
    Abstract: 2017年底,以區塊鏈技術為基礎技術的比特幣全球暴紅更勝於前一年的「精靈寶可夢Go」。一時間,彷彿各行各業都要跟區塊鏈拉上一點關係,才跟的上時代的腳步。然而事實是區塊鏈技術仍然在發展的階段,本研究以「區塊鏈技術」+「遊戲平台」為例,研究如何應用「區塊鏈技術」解決遊戲產業中,遊戲開發者與遊戲玩家所面臨的痛點,並製造雙贏的商業模式。
    由於平台本身不生產產品,其價值與商業模式必須以促成雙方或多方供求之間的交易為主,雖然整個遊戲業生態系中的角色眾多,但本研究認為平台依然可大致參與者分為「服務提供者」與「服務消費者」兩個族群。本研究透過業界經驗與訪談,整理出目前遊戲產業主要的生態系圖,並將其中參與角色大分為「遊戲開發商」與「遊戲玩家」兩個族群後,藉由分解出它們的價值活動與策略資產,建構出目前遊戲產業生態系中「遊戲開發商」與「遊戲玩家」之價值鏈。
    將「遊戲開發商」與「遊戲玩家」在傳統的「遊戲平台」上的價值單元定義之後,將其對應到「商業模式九宮格」架構中的各項關鍵要素,然後再更進一步探究透過「區塊鏈技術」如何幫助各價值單元在「商業模式九宮格」架構中的各項要素將能帶來什麼改善方式?如何解決既存的痛點?最後整理出屬於「區塊鏈遊戲平台」的商業模式。
    At the end of 2017, Bitcoin's global redemption based on blockchain technology was better than the previous year's "Pokémon Go". For a time, it seems that all walks of life have to pull a little relationship with the blockchain, and then follow the footsteps of the times. However, the fact is that blockchain technology is still in the development stage. This study uses "blockchain technology" + "game platform" as an example to study how to apply "blockchain technology" to solve game developers and game players in the game industry. The pain points faced and the creation of a win-win business model.
    Since the platform itself does not produce products, its value and business model must be based on transactions between two parties or multiple parties. Although there are many roles in the entire game industry ecosystem, this study considers that the platform can still be divided into roughly participants. "Service Provider" and "Service Consumer" are two ethnic groups. Through the industry experience and interviews, this study sorts out the main ecosystem maps of the current game industry, and divides the participating roles into two groups: "game developers" and "game players", by decomposing their value activities and Strategic assets, which build the value chain of “game developers” and “game players” in the current game industry ecosystem.
    After defining the value units of the "game developers" and "game players" on the traditional "game platform", they will be mapped to the key elements of the "Business Model Jiugongge" structure, and then further explored through the districts. How does the blockchain technology help the various value units in the "Business Model Jiugongge" architecture? How to solve the existing pain points? Finally, the business model belonging to the "blockchain game platform" was sorted out.
    Reference: 中文部分
    Alexander Osterwalder(2010、2013),《獲利世代》,早安財經文化出版社。
    司徒達賢(2016),《管理策略新論:觀念架構與分析方法》,智勝文化事業有限公司。
    泰德陽光集團(2018),BOLT: Booster of Ledger Technology白皮書Version 1.2
    MIC(2017),企業決策模型與分析邏輯
    朱文禎、陳哲賢(2007),探討虛擬社群之知識分享行為:以線上遊戲社群為例,電子商務研究,2007年春季第五卷,第一期,頁55-80。
    英文部分
    Chris Anderson,2009,Free(免費!揭開零定價的獲利秘密)
    網際網路
    dappradar,List of ETH dapps,URL:
https://dappradar.com/dapps?sortBy=dauLastDay&order=desc
    FINMA publishes ICO guidelines,2018,URL:
https://www.finma.ch/en/news/2018/02/20180216-mm-ico-wegleitung
    Fred Wilson,2006,My Favorite Business Model,URL:
https://avc.com/2006/03/my_favorite_bus/
    Josh Stark,2018,Making Sense of Ethereum’s Layer 2 Scaling Solutions: State Channels, Plasma, and Truebit,URL:
https://medium.com/l4-media/making-sense-of-ethereums-layer-2-scaling-solutions-state-channels-plasma-and-truebit-22cb40dcc2f4
    inside(2018.08.15),區塊鏈能為遊戲帶來什麼改變,URL:
https://www.inside.com.tw/2018/08/15/what-changes-blockchain-may-bring-to-gaming
    MBA智庫百科,平台經濟(Platform Economics),URL:
https://wiki.mbalib.com/zh-tw/%E5%B9%B3%E5%8F%B0%E7%BB%8F%E6%B5%8E
    medium(2018.05.04),工程師視角:什麼是區塊鏈的 Smart Contract?,URL:
https://medium.com/taipei-ethereum-meetup/%E5%B7%A5%E7%A8%8B%E5%B8%AB%E8%A6%96%E8%A7%92-%E4%BB%80%E9%BA%BC%E6%98%AF%E5%8D%80%E5%A1%8A%E9%8F%88%E7%9A%84-smart-contract-d488308f461d\
    medium(2018.06.03),以太坊區塊鏈智能合約基礎介紹,URL:
https://medium.com/@daniel.mars622/%E4%BB%A5%E5%A4%AA%E5%9D%8A%E5%8D%80%E5%A1%8A%E9%8F%88%E6%99%BA%E8%83%BD%E5%90%88%E7%B4%84%E5%9F%BA%E7%A4%8E%E4%BB%8B%E7%B4%B9-b7317347a612
    medium(2018.08.25),區塊鏈真能改變世界?細談區塊鏈應用落地的六大挑戰,URL:
https://medium.com/@bensonsun/%E5%8D%80%E5%A1%8A%E9%8F%88%E7%9C%9F%E8%83%BD%E6%94%B9%E8%AE%8A%E4%B8%96%E7%95%8C-%E7%B4%B0%E8%AB%87%E5%8D%80%E5%A1%8A%E9%8F%88%E6%87%89%E7%94%A8%E8%90%BD%E5%9C%B0%E7%9A%84%E5%85%AD%E5%A4%A7%E6%8C%91%E6%88%B0-7242190315a2
    pttnews(2018.11.02),Newzoo全球遊戲市場報告:移動遊戲市場增長放緩主機遊戲市場增長強勁,URL:
https://pttnews.cc/4778acac0e
    Samson's Blog(2018.01.16),區塊鏈 Blockchain – 創世區塊、區塊、Merkle Tree、Hash,URL:
https://www.samsonhoi.com/274/blockchain_genesis_block_merkle_tree
    Satoshi Nakamoto,2008,Bitcoin P2P e-cash paper,URL:
http://www.metzdowd.com/pipermail/cryptography/2008-October/014810.htm
    tradingview,BTCUSD加密貨幣圖表,URL:
https://tw.tradingview.com/symbols/BTCUSD/
    中華人民共和國最高人民法院(2018.09.07),最高人民法院关于互联网法院审理案件若干问题的规定,URL:
http://www.court.gov.cn/zixun-xiangqing-116981.html
    王的博客(2018.01.11),Factom(公證通)--基於區塊鏈的存證系統,URL:
https://hk.saowen.com/a/323052077c15e1ca51f12f470c579c9a58d46f43db890f7d86f741b1a4f2248a
    以太中文網(2018.11.08),詳解以太坊的第2層擴展方案,URL:
https://www.ethchinese.com/?p=5219
    朱宜振(2018.11.14),公鏈、私鏈?產業如何做選擇?,URL:
https://www.digitimes.com.tw/col/article.asp?id=974
    財經新報(2017.05.17),比特幣的核心技術,區塊鏈的原理與應用(下):顛覆金融業的創新技術,URL:
https://finance.technews.tw/2017/05/17/block-chain-principle-and-application-bitcoin-part-2/
    股感知識庫(2018.08.22),從實驗室到掌中:電子遊戲產業發展歷程,URL:
https://www.stockfeel.com.tw/%E9%9B%BB%E7%8E%A9%E7%94%A2%E6%A5%AD-%E9%9B%BB%E5%AD%90%E9%81%8A%E6%88%B2-%E6%89%8B%E9%81%8A/
    商業發展研究院(2016),2016台灣遊戲產業發展趨勢及商機,URL:
http://www.pershing.com.tw/tw/download/seminar/20160311_seminar/handouts/160311_Session1_TW_Game_Industry_Dev_and_Trend_DrFan.pdf
    維基百科,比特幣歷史,URL:
https://zh.wikipedia.org/wiki/%E6%AF%94%E7%89%B9%E5%B9%A3%E6%AD%B7%E5%8F%B2
    數位時代(2017.12.25),瞄準兩大好處,各國央行紛紛發行官方虛擬貨幣,URL:
https://www.bnext.com.tw/article/47569/israel-government-considering-national-cryptocurrency
    Description: 碩士
    國立政治大學
    經營管理碩士學程(EMBA)
    106932083
    Source URI: http://thesis.lib.nccu.edu.tw/record/#G0106932083
    Data Type: thesis
    DOI: 10.6814/THE.NCCU.EMBA.035.2019.F08
    Appears in Collections:[經營管理碩士學程EMBA] 學位論文

    Files in This Item:

    File SizeFormat
    208301.pdf6422KbAdobe PDF0View/Open


    All items in 政大典藏 are protected by copyright, with all rights reserved.


    社群 sharing

    著作權政策宣告
    1.本網站之數位內容為國立政治大學所收錄之機構典藏,無償提供學術研究與公眾教育等公益性使用,惟仍請適度,合理使用本網站之內容,以尊重著作權人之權益。商業上之利用,則請先取得著作權人之授權。
    2.本網站之製作,已盡力防止侵害著作權人之權益,如仍發現本網站之數位內容有侵害著作權人權益情事者,請權利人通知本網站維護人員(nccur@nccu.edu.tw),維護人員將立即採取移除該數位著作等補救措施。
    DSpace Software Copyright © 2002-2004  MIT &  Hewlett-Packard  /   Enhanced by   NTU Library IR team Copyright ©   - Feedback