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博碩士論文 etd-0011119-161353 詳細資訊
Title page for etd-0011119-161353
論文名稱
Title
虛擬實境遊戲館之商業模式與經營策略分析
Analysis of Business Model and Business Strategy of VR Arcade
系所名稱
Department
畢業學年期
Year, semester
語文別
Language
學位類別
Degree
頁數
Number of pages
82
研究生
Author
指導教授
Advisor
召集委員
Convenor
口試委員
Advisory Committee
口試日期
Date of Exam
2019-01-11
繳交日期
Date of Submission
2019-01-11
關鍵字
Keywords
商業模式、虛擬實境、群體娛樂效應、產業分析、經營策略
industry analysis, group entertainment effect, business model, VR Arcade, business strategy
統計
Statistics
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The thesis/dissertation has been browsed 5887 times, has been downloaded 0 times.
中文摘要
2016 年被稱為虛擬實境元年(數位時代,2017),根據國外研究單位 IHS Markit
調查結果顯示,2016 年全球虛擬實境的裝置數量約有 1800 萬台、2017 年達到 2800
萬台,更預估到 2021 年時,全球虛擬實境裝置數量將會達到 7800 萬台(科技新報,
2018),此外,另一家市場調查公司 SuperData 針對虛擬實境之軟體市場進行分析,
預估2018年虛擬實境應用軟體市場規模將達到48億美元(科技產業資訊室,2017),
此兩項數據,都顯示出虛擬實境具有極大的市場商機及發展性。
而在台灣,出現了一種虛擬實境遊戲館的遊戲模式,這與一般電玩遊戲店的經
營模式類似,同樣是在店內放入多台虛擬實境遊戲機供大眾遊玩。這種模式於台灣
遊戲產業是一大優勢,因為台灣企業對於此種經營模式非常熟悉,可以應用過去零
售業的經驗,只要掌握好鋪設的機台數量、人力控制,很快的可以抓到坪效、測到
ROI 投資回報率。
本研究基於個案公司-VR+進行個案分析,目的是為了釐清目前虛擬實境遊戲
館的商業模式,除此之外,本研究還對比了中國、台灣、日本等地的虛擬實境遊戲
館之市場分析,藉此說明產業發展現況,並從中找到 VR 遊戲進入市場的方法。
本研究透過 Osterwalder (2012)所歸納出的九宮格商業模式詳細說明 VR+如何
建構遊戲館所需的價值主張、經營方式、合作廠商、關鍵資源、關鍵活動以及財務
結構等,並從中發現到群體娛樂之因素,在娛樂產業中扮演的關鍵角色,期望在未
來讓台灣有意進入此市場的業者,在創業時有所參考,並且為學界更進一步對虛擬
實境的產業應用研究奠定基礎。
Abstract
2016 is called the first virtual reality year. According to the survey results from IHS
Markit, the number of devices of the global virtual reality in 2016 is about 18 million,
and reached 28 million in 2017. It is estimated that by 2021, the number of virtual reality
devices in the world will reach 78 million units. In addition, SuperData estimated the
application software of virtual reality market will reach 4.8 billion US dollars. Both data
show that virtual reality has great market opportunities and development.
In Taiwan, there is a VR Arcade mode, which is similar to the general video game
store business model, also in the store to put multiple virtual reality game consoles for the
public to play. This model is a big advantage in the Taiwan game industry, because
Taiwanese companies are very familiar with this business model and can apply the
experience of the past retail industry. As long as they master the number of machines and
human control, they can quickly catch the average sales per unit area and measured ROI
return on investment.
This study is based on a case study of the case company VR+, in order to clarify the
current business model of the virtual reality arcades. In addition, this study also compares
the markets of virtual reality arcades in China, Taiwan, Japan and other places. The
analyses are to illustrate the current state of industrial development and how the VR
games enter the market through the business form of arcade.
Drawing upon the business model by Osterwalder (2012), this study illustrates how
VR+ build the VR Arcade and points out the importance of group leisure activities. In
addition, the study contributes to the foundation of VR research, and can be a reference
for entrepreneurs when starting a business.
目次 Table of Contents
論文審定書 i
摘要 ii
Abstract iii
圖目錄 vi
表目錄 vii
第一章 緒論 1
第一節 研究背景與動機 1
第二節 研究目的與範圍 4
第二章 文獻探討 5
第一節 虛擬實境 5
第二節 商業模式 9
第三節 群體休閒活動 25
第四節 虛擬實境體驗館之現況 28
第三章 研究方法 37
第一節 個案研究法 37
第二節 資料收集 38
第四章 個案分析 43
第一節 個案公司背景 43
第二節 VR+之商業模式 48
第三節 策略分析 57
第四節 遊戲館模式討論: 61
第五章 結論 64
第一節 研究成果 64
第二節 研究貢獻 66
第三節 VR+現況補充 67
參考文獻 68
參考文獻 References
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