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研究生: 陳建志
Chien-Chih Chen
論文名稱: 論中國線上遊戲產業之演進-CAGE模型之應用
On the Evolution of The Online Game Industry in China Market – An Application of The CAGE Model
指導教授: 曾盛恕
Seng-Su Tsang
口試委員: 陳崇文
NONE
王明妤
NONE
學位類別: 碩士
Master
系所名稱: 管理學院 - 企業管理系
Department of Business Administration
論文出版年: 2011
畢業學年度: 99
語文別: 中文
論文頁數: 111
中文關鍵詞: 中國線上遊戲CAGE演進代理自製自主研發
外文關鍵詞: CAGE model, own made game
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  中國線上遊戲產業從2000年開始發展,當年總營業收入僅有0.3億元人民幣,而截至2010年時總營業收入已達323.7億元人民幣,並占據全球三分之一的營業收入,成為全球最大的線上遊戲市場。而中國亦從過去代理進口遊戲為主蛻變成自主研發為主的國家,這其中的發展演進,除了政府輔助與產業合作外,本研究亦著重於造就「只有中國能」的獨特差異之處,如文化因素與地理因素。

  因此,為了以更宏觀之面向去探討中國線上遊戲產業的發展,本研究採用Ghemawat (2007)提出之CAGE模型為基礎,並分別針對文化(C)、政府(A)、地理(G)以及經濟(E)四項構面,來深入探討代理遊戲與自製遊戲的優劣,並期望能統整與歸納出,中國線上遊戲產業從代理走向自製的過程與其策略選擇,以及試著分析中國的經驗是否能應用到其他國家的線上遊戲產業。

  本研究結果發現,造成中國線上遊戲在十年內做到全球最大市場,其中包括「一胎化政策」與「集體主義文化」造成中國玩家更加沉迷於線上遊戲;中國政府抵禦進口遊戲並扶植自製遊戲,以及實施多項國家政策以提升技術實力與資金補助;地理相近性與心理距離不僅凝聚玩家,亦幫助自製遊戲滲透至其他國家;線上遊戲產業帶動整體相關產業鏈的發展,且隨著研發技術提升,中國已從代理模式走向自製模式,且逐漸邁向混合模式。

  本研究試著以宏觀的面向統整出中國線上遊戲產業的演進,整合多份產業報告的相關營收數據內容、中國法令以及中華文化下的遊戲內容分類等。期許在至今仍鮮少討論到的中國線上遊戲產業研究中,透過本研究的整理與分析,給予未來研究者能有更系統化的參考結果。


 The Chinese online game industry started in 2000 and the market revenue only made 300 million RMB in the first year. However, this emerging market achieved revenue of 32.37 billion RMB in 2010, which was one third of the global online game market revenue and was the largest market. Along the market evolution, the Chinese business model has transferred from licensed game to own made game. This paper aimed to investigate the factors driving the transformation. To this end, this paper adopted Ghemawat’s CAGE model : Culture, Administration, Geography and Economy.

 This paper concluded that “one-child policy” and “collectivistic culture” shape the Chinese market in cultural dimension, Chinese government supports the industry in national economic development policy in administrative dimension, “geographical closeness” and “psychic distance” help to boost domestic market as well as penetrate into overseas markets in geographic dimension and the transition of business model in economic dimension. These factors explain the competitiveness in China market of the online game industry.

摘要I AbstractII 致謝IV 目錄V 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3 第二章 文獻探討5 第一節 文化構面文獻5 第二節 政府構面文獻9 第三節 地理構面文獻14 第四節 經濟構面文獻16 第三章 研究方法22 第一節 研究架構22 第二節 研究方法23 第四章 研究結果與分析28 第一節 文化28 第二節 政府41 第三節 地理64 第四節 經濟69 第五章 結論與建議99 第一節 結論99 第二節 研究貢獻與管理意涵102 第三節 未來建議103 第四節 研究限制105 參考文獻107

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