簡易檢索 / 詳目顯示

研究生: 呂顯宗
Hsien-Tsung Lu
論文名稱: 台灣電競產品之技術發展現況與策略規劃
Status and Strategic Planning for the Technology Development of Taiwan's Gaming Products
指導教授: 林柏廷
Po-Ting Lin
口試委員: 郭重賢
Chung-Hsien Kuo
張敬源
Ching-Yuan Chang
學位類別: 碩士
Master
系所名稱: 工程學院 - 高階科技研發碩士學位學程
Executive Master of Research and Development
論文出版年: 2019
畢業學年度: 107
語文別: 中文
論文頁數: 90
中文關鍵詞: 電競筆記型電腦策略研發技術藍圖定性預測
外文關鍵詞: Gaming, Notebook, Strategy, R&D blueprint, Qualitative forecast
相關次數: 點閱:352下載:29
分享至:
查詢本校圖書館目錄 查詢臺灣博碩士論文知識加值系統 勘誤回報
  • 本研究為電競筆記型電腦的產業發展回顧與產品發展現況分析演繹策略。
    自2007~2010年高階手機與平板電腦接連問世之後,筆電產品的市場開始下滑,到近幾年電競筆電產品如何逐年突破低成長困境開始反轉情勢,能成為筆電市場中的主力,再觀察到各領導廠近幾年產品的技術發展主力與專利的布局趨勢,分析各廠在布局的強弱項,以了解未來的趨勢與動向。本論文主要論述之電競的技術發展與策略規劃,以定性預測的方法來探討分析電競筆電產品的技術、市場、產業鏈的未來可能發展,自蘋果推出破壞創性新產品並持續影響全球的資訊產業,到台灣幾家電競品牌廠MSI、ROG、ACER開始推展獨特產品。以五力分析與SWOT分析工具來探討電競產業與產品的機會、優劣勢、潛在的危機,了解企業目前所處的位置與規劃下一步。領導廠近幾年逐漸建立起獨有生態圈,開拓龐大與獨特的市場價值,該如何延續,本研究以產業環境掃描的方法與蒐集分析電競相關之調查報告,對照到創新發明與新式專利觀察未來的新應用,來進行引述與演繹出電競產品發展策略。再對照以筆記型電腦為背景的相關研究論文,進行質化與案例研究,演繹出結論,預期能根據此方法與新應用的趨勢,推論消費性電腦的電競產品的可行的發展方法與策略規劃。


    This paper is an industry development review and product development analysis and deduction strategy for gaming notebook computers. Since the advent of 2007 to 2010 of years of high-end mobile phones and tablet computers, the market for notebook computer products has begun to decline, to recent years, how to break through the low growth dilemma of notebook computer products from year to year began to reverse the situation, can become the main stream in the notebook computer market, and then observe the leading factories in recent years the main analyze the strengths and weaknesses of each plant in order to understand future trends and trends. This paper mainly discusses the conceptual framework, with qualitative prediction method to explore the analysis of the technology, market, industrial chain of electric bidding products in the future possible development, since Apple launched the destruction of innovative new products and continue to affect the global information industry, to Taiwan's several Gaming notebook computer brand factory MSI, ROG, ACER began to promote unique products. With the five-force analysis and SWOT analysis tools to explore the Gaming notebook computer industry and product opportunities, advantages and disadvantages, potential crisis, understand the current position of the enterprise and planning the next step. In recent years, the leading factory has gradually established a unique ecological circle, open up a huge and unique market value, how to continue, this study uses the method of industrial environment scanning and the investigation report related to collecting and analyzing gaming notebook computer, compared to innovative inventions and new patent observation of the future of the newly application, to quote and deduce the development strategy of Gaming notebook computer products. Based on the related research papers based on notebook computers, qualitative and case studies are carried out, and the conclusions are deduced, and it is expected that the feasible development methods and strategic planning of the Gaming notebook computer products of consumer computers can be deduced according to the trend of this method and the new application.

    摘 要 I Abstract IV 誌 謝 V 目錄 VI 圖目錄 IX 第一章 緒論 1 1.1 研究背景 1 1.2 研究動機 2 1.3 研究流程 3 1.4 研究範圍與限制 4 1.5 研究架構 5 第二章 產業分析 6 2.1 全球電競市場趨勢 6 2.2 台灣電競市場分析 12 2.3 焦點市場發展預估 13 2.3.1 筆記型電腦價格趨勢 14 2.3.2 玩家對電競硬體的需求 15 2.4 分析方法 15 2.4.1 電競五力分析 16 2.4.2 SWOT分析 18 2.4.3 PEST分析 21 2.5 產業價值鏈與生態圈 21 2.5.1台灣電競產業鏈 23 2.5.2 電競系統與裝置成長比 23 2.5.3 電競主流遊戲 24 2.6 電競玩家等級與市占率 25 2.7 小結 26 第三章 文獻探討 28 3.1 產業發展現況 28 3.2 產業關聯圖 29 3.3 產品介紹 29 3.4 電競產品技術趨勢 30 3.5 電競產品技術演進 33 3.6 小結 38 第四章 專利研究分析 40 4.1 專利檢索與分析流程 40 4.2 專利分析 41 4.2.1 筆記型電腦IPC技術分類 41 4.2.2 領導廠的專利回顧 43 4.3 電競產業關聯專利 53 4.4 企業佈局專利方向 58 第五章 產品技術藍圖與策略 60 5.1 產品技術藍圖 60 5.1.1 主流產品技術藍圖 60 5.1.2 潛在產品技術藍圖 61 5.2 情境分析 62 5.3 專案財務規劃與預估 66 5.4 時程規劃與動態策略 71 第六章 結論與建議 75 6.1結論 75 6.2 未來研究建議 76 參考文獻 77

    [1] 行政院主計處.中華民國行業分類標準,2016年
    [2] 王松榮,電腦及其週邊設備製造業之研發技術佈局與產品規劃策略,碩士
    論文,國立台灣科技大學EMBA,台北,台灣,2013年6月
    [3] 周正昕,台灣電競產業鏈之建構-以英雄聯盟為例,碩士論文,國立政治大
    學科技管理所,台北,台灣,2018年7月
    [4] 鐘俊驊,電競筆電市場策略與組織變革研究-以M公司為例,碩士論文,
    國立清華大學MBA,新竹,台灣,2018年6月
    [5] 王志華,筆電代工廠因應新PC時代策略發展研究,碩士論文,私立東吳
    大學EMBA,台北,台灣,2016年
    [6] 孫美娟,電競筆電產品策略之研究-A公司之個案分析,碩士論文,私立輔
    仁大學科管所,台北,台灣,2018年
    [7] 蔡沅辰,網路直播與線上遊戲行為之研究,碩士論文,國立中山大學經濟
    研究所,高雄,台灣,2018年
    [8] 張寓順,以專利分析法探討自動駕駛汽車產業發展,碩士論文,國立台灣
    科技大學EMRD,台北,台灣,2017年6月
    [9] 楊雅婷,數位遊戲的價值研究,碩士論文,國立勤益大學企管,台中,台灣
    ,2012年
    [10] 吳思華,策略九說,臉譜出版,台北,2000年
    [11] 林隆儀,論文寫作,五南出版,台北,2016年
    [12] 資策會,產業分析的十二堂課,資策會,台北,2008年
    [13] Porter. M. E.,波特新論競爭五力,哈佛商業評論,2008年
    [14] 致伸科技,發光鍵盤裝置,中華民國專利,201635094A,2016年
    [15] 光寶電子,生理訊號處理裝置及其方法,中華民國專利,I550524,2016年
    [16] 宸鴻科技,觸控面板,中華民國專利,I533174,2016年
    [17] 和碩聯合科技,可攜式電子裝置,中華民國專利,I551070,2016年
    [18] 仁寶電腦,視訊與音訊處理裝置及其視訊會議系統,中華民國專利
    ,201626791A,2016年
    [19] 王鳳奎,科技與產業地圖分析-技術預測,台北,2019年
    [20] 經濟部智慧財產局,發明提案之專利檢索策略,台北,2018年
    [21] 戴爾電腦官網
    [22] 宏碁電腦官網
    [23] 微星電競官網
    [24] Jason Pace, The Ways We Play, Part 1: From PCs to Consoles to Mobile Phones,
    IEEE, Computer, Volume: 46 , Issue: 2 , Feb. 2013
    [25] Ming O., Wu-N. T., Ming-C. T., Jiann-R. W., Chung-H. H., and Tzong-J. Y., A
    Low-Cost Force Feedback Joystick and Its Use in PC Video Games,
    Communication and Multimedia Laboratory, Department of Computer Science
    and Information Engineering, National Taiwan University, Taipei, Taiwan, ROC
    ,June. 1995
    [26] D. Chang, Haptics Gaming’s New Sensation, IEEE, Volume: 35, San Jose, CA,
    USA, Aug. 2002
    [27] Kristian Kiili, Digital game-based learning: Towards an experiential gaming
    model, Elsevier Inc., Finland, 2004
    [28] Lee, A., Song, K., Ryu, H.B., Kim, J., Kwon, G., Fingerstroke time estimates for
    touchscreen-based mobile gaming interaction, Human Movement Science, 2015
    [29] Schneier, J., Taylor, N., Handcrafted gameworlds: Space-time biases in mobile
    Minecraft play, New Media and Society, 2018
    [30] Sarit Barzilai, Ina Blau., Scaffolding game-based learning: Impact on learning
    achievements,perceived learning, and game experiences, Elsevier Ltd., 2013
    [31] Flunger, R., Mladenow, A., Strauss, C., The free-to-play business model, ACM
    International Conference Proceeding Series, 2017
    [32] Mo, C., Wang, Z., Zhu, G., Zhu, W., Understanding gaming experience in
    mobile multiplayer online battle arena games, Proceedings of the 28th ACM
    Workshop on Network and Operating Systems Support for Digital Audio and
    Video, NOSSDAV 2018
    [33] Pallavicini, F., Ferrari, A., Mantovani, F., Video games for well-being : A
    systematic review on the application of computer games for cognitive and
    emotional training in the adult population, Riccardo Massa Department of
    Human Sciences for Education, University of Milan Bicocca, Milan, Italy, 2018
    [34] Youhui Zhang, A Cloud Gaming System Based on User-Level Virtualization and
    Its Resource Scheduling, IEEE Transactions on Parallel and Distributed Systems,
    VOL. 27, NO. 5, May 2016
    [35] Lars Bishop, Dave Eberly, and Turner Whitted, Designing a PC Game Engine,
    IEEE Computer Graphics and Applications, Volume: 18 , Issue: 1, Feb 1998
    [36] Woon S. Gan’, Sen. M. Kuo and Chee W. Toh’, Virtual bass for home
    entertainment, multimedia PC, game station and portable audio systems, IEEE
    Transactions on Consumer Electronics, Volume: 47 , Issue: 4 , Nov 2001
    [37] B.A. Myers ; M. Beigl, Handheld computing, IEEE, Computer, Volume: 36 ,
    Issue: 9 , Sept. 2003
    [38] JEDEC, Graphic memory GDDR5/GDDR6 roadmap, 2015
    [39] NVIDIA, GPU G-sync technology, NVIDIA Conference, Taiwan, 2015
    [40] Trendforce, Worldwide Notebook Ranking, 2018
    [41] Digitimes, ODM/OEM Notebook Company of Shipment, 2018
    [42] IDC, Worldwide IT Manufacture Report, 2018
    [43] Newzoo, Gaming Research and Marketing Report, 2018
    [44] MIC, ICT Technology Industry Trends and Strategies Analysis, 2018
    [45] Steam, https://store.steampowered.com/
    [46] https://www.statista.com/outlook/282/100/home-entertainment/worldwide
    [47] https://spectrum.ieee.org/static/interactive-patent-power-2016
    [48] Metcalfe's law
    [49] Fermi estimate
    [50] INTEL, CPU roadmap, INTEL Conference, USA, 2014
    [51] NVIDIA, GPU roadmap, NVIDIA Conference, Taiwan, 2014
    [52] NVIDIA, GPU performance, NVIDIA Conference, Taiwan, 2014

    QR CODE