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    Please use this identifier to cite or link to this item: http://nccur.lib.nccu.edu.tw/handle/140.119/69282

    Title: 線上遊戲之虛擬社群經營模式探討
    A Case Study on the Virtual Community of On-line Game Company.
    Authors: 黃堯健
    Huang, Issac
    Contributors: 邱奕嘉
    Chiu, Yi Chia
    Huang, Issac
    Keywords: 線上遊戲
    online-game industry
    virtual community
    League of Lengends
    business model
    Date: 2013
    Issue Date: 2014-08-25 15:32:28 (UTC+8)
    Abstract:   拜科技發達所賜,台灣線上遊戲產業發展繁榮,遊戲人口眾多,風氣極盛。自2000年線上遊戲崛起至今,線上遊戲的發展已十多年,這段期間經歷了各種創新與變革,台灣遊戲公司也因應趨勢不斷成長茁壯。2008年在金融海嘯的衝擊下,全球經濟一陣動盪,然而遊戲產業反而逆勢成長,「宅經濟」首次獲得大眾的關注。
      Due to rapid advances in technology, the online-game industry in Taiwan has bloomed since the year 2000. During these few years, various innovations and developments by the game companies in Taiwan has encouraged the growth, also allowing the industry to flourish even during the financial crisis of 2008 and once again become the focus of “Stay at Home Economic”.
      Most of game companies in Taiwan are game agents, play the role between oversea game developers and Taiwan market. Competition between online-game companies become more and more intense as game agents quickly set up. Nowadays, it’s no more easy to earn profits, even worse, after out of practice of game developing for such a long time, they face challenge to turn into game developer. Online-game industry in Taiwan is in great peril.
      Currently, League of Legends (LOL) reigns as one of the most popular game globally and in Taiwan. The game’s high-quality content and unique business model, breathes a breath of fresh air into the online-game industry of Taiwan. There are many factors that contribute to the success of League of Legends, however, what seems to be more important is the business models utilized to support these factors. As shown in this study, the engagement of gamer online community might be the most important factor in its success.
      Nowadays, people spend more and more time online, and with the various online communities available, these online communities are having an increased value in modern society. This study use participant observation as main research method, to collect information about company activities, gamer focuses, and gamer opinions, also supported by documentary analysis before discussing them. Connection between the player base and the company, allows us to recognize the importance of the engagement of virtual community in online-game, and also figure out that one of the most important factors affecting the success is making use of them.
      The concept of utilizing a virtual community in online-game has been successfully applied in League of Legends. Especial the development of “e-sport community”, not only attracts gamers, and maintains its gamer base by continually involving them in the game. It also grants the control of its gamer base, allowing new business models, also break the limit in the game environment in Taiwan. This study therefore concludes that the utilization of a gamer online community is an efficient and practical method that should be considered by the game companies in Taiwan.
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    Description: 碩士
    Source URI: http://thesis.lib.nccu.edu.tw/record/#G0101359018
    Data Type: thesis
    Appears in Collections:[科技管理與智慧財產研究所] 學位論文

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