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博碩士論文 etd-0611101-152716 詳細資訊
Title page for etd-0611101-152716
論文名稱
Title
廠商競爭對抗之研究--以電視遊戲機廠商為例
Research for company rivalry--take TV-game machine company as example
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
86
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
2001-06-04
繳交日期
Date of Submission
2001-06-11
關鍵字
Keywords
電視遊戲機、競爭對抗
rivalry, TV-game machine, competition
統計
Statistics
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中文摘要
中文摘要
過去對於產業競爭分析的研究多採取產業組織結構、資源基礎論、或以策略群組分析來探討,不過這樣的方式通常不能表現廠商間細微的競爭互動情形,因此本研究利用個案探討的方式來觀察廠商如何在產業內進行對抗。
本研究以電視遊戲機廠商作為研究對象,主要研究範圍從1983年任天堂進入遊戲機產業開始到2001年SEGA宣佈退出、微軟即將加入此產業為止。由於過去國內對電視遊戲機產業的相關研究很少,因此本研究先藉著電視遊戲機產業的資料收集,企圖描繪出電視遊戲機產業的形貌與特性,之後再以廠商間的對抗理論對電視遊戲機產業進行分析,最後以理論為基礎並輔以廠商的競爭行為得到命題與研究發現。
研究發現為:電視遊戲機產業主要受電視遊戲機主機商、遊戲軟體商、消費者三個構面所影響。由於軟體商必須繳交權利金給主機商,使得主機商的獲利來源不只是消費者。而消費者購買主機的意願除了受到主機本身功能的影響之外,也和軟體商所提供的遊戲數量有關。而軟體商決定是否要在某個主機上推出遊戲則受到此主機的累積安裝量的影響。
另外,從遊戲機的發展歷史可以發現,主機的推出具有不連續創新的現象。從8位元、16位元、32位元、64位元到128位元,廠商藉著推出功能更強大的主機來搶佔市場並打擊對手。這種不連續創新雖然有提昇廠商領導地位的效果,但由於新舊硬體規格間的差異,使得新一代主機無法執行前代主機的遊戲。
電視遊戲機廠商面對的環境因素:1.產品的差異程度低;2.電視遊戲機產業的進入障礙高;3.主機的銷售量受時間與軟體影響;4.常因供給面不足而增加市場不確定性;5.遊戲機市場重疊度高。
而本研究經由對電視遊戲機產業的競爭分析則得到以下發現:1.相對於一般情況下,在產品生命到達衰退期,寡占廠商較可能採取價格競爭行為作為提昇產品銷售的手段。2.在寡占產業中,廠商較不會輕易發動攻擊。但若某廠商發起戰術性攻擊行動,則其他的廠商將會快速回應。3.寡占市場中的廠商在採取攻擊行動之前,會仔細考慮產業內其他競爭者的名聲以決定是否採行攻擊行動。若競爭者過去曾在受攻擊後有強烈的回應的紀錄,則廠商較不會採取攻擊性行動。4.在快速循環的產業中,若廠商倉促推出新產品,第一行動者的優勢不明顯。5.當廠商在資源不足無法進行戰略性行動的情況下,可能會先以戰術性的行動作為替代方式。6.在快速循環的產業中,當產業內的廠商具有龐大的規模時,可以藉由對上下游的談判能力,使他們為它生產具專屬性的產品,而提高本身產品的區隔性。7.相對於產業初創期,在產業成熟期,產業的移動障礙較高。當產業逐漸成熟,廠商也必須推出超越品質之外的特色商品以滿足更挑剔的消費者。當產業進入成熟期,廠商會增加提昇市場力量的行動。
Abstract
英文摘要
I/O, resource-based theory ,or strategic group are usually used for analyzing the competition in industries in the past., but they seldom show the tiny reciprocal interaction between companies. So this research use case study to demonstrate the rivalry between companies in an industry.
This research take TV-game machine companies as research targets. The scope starts from Nintendo entering this industry in 1983 to SEGA leaving this industry in 2001. Because the relative researches for TV-game machine were quite few, therefore this research starts from the information gathering about this industry, that trying to mention the outline and nature of TV-game machine industry. Then analyze this industry by rivalry theory. At last, according to the theories and the real competition between companies, this research infers the propositions and findings.
The findings are: The TV-game machine industry is greatly influenced by three components; they are the TV-game machine companies, software companies, and consumers. Thanks to that the software companies have to give money to the TV-game machine companies, so TV-game machine companies profit from not only the consumers, but also the software companies. And the willing for consumers to buy a TV-game machine is affected by the function of the machine itself and the amount of games issued by the software companies.
From the history of the TV-game machine, this research finds the issue of TV-game machines has the phenomenon of discontinuous invention. From 8 digital, 16 digital, 32 digital, 64 digital, to 128 digital, companies penetrate market by issuing more powerful TV-game machines. Though this discontinuous invention has the effect to raise the rank of companies, but due to the difference of specification between the new type and the old one, the new generation is not able to play the software for the old one.
The environmental factors faced by the TV-game machine companies are: 1.The difference of machines between each company is not specific; 2.The entry barrier for TV-game machine industry is high; 3.The amount of sells is affected by time and software; 4.The market uncertainty often rises for the sake of low supply; 5.The market commonality is high.
This research has the following findings: 1.To compare with common condition, when the life of products goes into the decline period, the monopolizing companies may take price competition as the means to increase the selling of products. 2.In monopolizing industry, companies seldom attack. But if some company takes tactic attack action, other companies will response quickly. 3.The companies will think over the reputation of other competitors in the industry before attacking, if the competitors had the records of responding strongly after being attacked, the companies may not attack; 4.In fast-cycled industry, if the companies issue new products in a hurry, the advantage of first mover is not obvious; 5.When companies don’t have enough resource to take strategic action, they may take tactic action as substitute; 6.In fast-cycled industry, when companies involved in have immense scale, they can ask their suppliers to produce specific products just for them via their strong negotiation power; 7.To the contrast of initial period of industry, the entry barrier is higher in the mature period. When industry gets mature gradually, the firms have to issue specific products which have not only good quality to satisfy spoiled consumers. When industry gets into mature period, firms will take action to raise their market share.
目次 Table of Contents
目錄
第一章 緒論 ----------------------------------------------------- 1
第一節 研究動機 ----------------------------------------------- 1
第二節 研究目的 ----------------------------------------------- 2
第三節 研究方法 ----------------------------------------------- 3
第四節 研究對象 ----------------------------------------------- 3
第二章 文獻探討 ------------------------------------------------- 4
第一節 環境變化對廠商對抗的影響 ------------------------------- 8
第二節 競爭行為的驅動:察覺與動機 ---------------------------- 10
第三節 市場重疊程度與廠商間資源相似性 ------------------------ 11
第四節 競爭性行動:攻擊與回應 -------------------------------- 12
第五節 影響廠商互動的因素 ------------------------------------ 19
第六節 公司間對抗的結果 -------------------------------------- 22
第三章 電視遊戲機產業 ------------------------------------------ 28
第一節 電視遊戲機介紹 ---------------------------------------- 28
第二節 電視遊戲機產業的發展歷史與趨勢 ------------------------ 29
第三節 電視遊戲機廠商的產品線與特性 -------------------------- 36
第四章 對電視遊戲機產業的分析 ---------------------------------- 47
第一節 電視遊戲機產業的特性 ---------------------------------- 47
第二節 目前市場競爭狀況 -------------------------------------- 52
第三節 以競爭相關理論分析遊戲機產業 -------------------------- 55
第五章 命題發展 ------------------------------------------------ 61
第六章 結論與建議 ---------------------------------------------- 71
第一節 結論 -------------------------------------------------- 71
第二節 建議 -------------------------------------------------- 74
第三節 研究限制 ---------------------------------------------- 76
第四節 後續研究建議 ------------------------------------------ 77
參考文獻 -------------------------------------------------------- 78
附錄 ------------------------------------------------------------ 80
參考文獻 References
參考文獻
一、中文部分
1. 2001春季東京電玩展,2001,「消失的SEGA舞台」,特刊:36-40。
2. 王美淑,2000,企業危機處理個案研究,國立中山大學企業管理研究所碩士
論文。
3. 朱桐和,1997,廠商競爭對抗之研究-以國內汽車產業為例,國立中山大學
企業管理研究所碩士論文。
4. 吳思華,1998,策略九說,台北:臉譜文化出版。
5. 吳伯輝,2000,獵人頭產業研究,國立中山大學企業管理研究所碩士論文。
6. 施迪豪,2000,從寬頻網路產業系統產品標準建立角度看電視遊戲機產業的
世代交替,國立台灣大學商學研究所碩士論文
7. 財團法人資訊工業策進會,電子電視遊樂器軟體,1995年6月。
8. 陳文棠,探索SONY之新世紀發展動向,財團法人資訊工業策進會,1999
年12月。
9. 陳冠宇,1999年電視遊樂器全球市場動態剖析,財團法人資訊工業策進會,1999年7月。
10. 楊珮琦,1998,北高航線競爭策略分析,國立中山大學企業管理研究所碩士論文。

二、英文部分
1. Chen, M. J., & MacMillan, I. C. 1992. Nonresponse and delayed response to
competitive moves: The roles of competitor depence and action irreversibility.
Academy of Management Journal, 35: 539-570.
2. Chen, M. J., & Miller, D. 1994. Competitive attack, retaliation and performance:
An expectancy-valence framework. Strategic Management Journal, 15: 85-102.
3. Chen, M. J., & Hambrick, D. C. 1995. Speed, stealth, and selective attack: How
small firms differ from large firms in competitive behavior. Academy of
Management Journal, 38: 453-482.
4. Chen, M. J., Smith, K. G. & Grimm, C. M. 1992. Action characteristics as
predictors of competitive responses. Management Science, 38: 439-455.
5. Chen, M. J. 1996. Competitor analysis and interfirm rivalry: Toward a theoretical
integration. Academy of Management Review, 21: 100-134.
6. Henderson, C. R. & Mitchell, W. 1997. The interactions of organizational and
competitive influences on strategy and performance. Strategic Management Journal, 18: 5-14.
7. Hofer, C. W. 1975. Toward a contingency theory of business strategy. Academy of
Management Journal, 18: 784-810.
8. IDREAMCAST Report. 1999. Videogame consumer segmentation survey.
9. IDREAMCAST Report. 1999. What to play next: Gaming forecast.
10. Imel, B., & Helmberger, P. 1971. Estimation of structure-profit relationships with
application to food processing section. American Economics Review, 62:
614-627.
11. Ireland, R. D., Hitt, M. A., & Hoskisson, R. E. 1999. Strategic Management Competitiveness and Globalization(3rd ed.). New York: International Thomson Publishing Company.
12. Lieberman, M. B. & Montgomery, D. B. 1988. First-mover advantages. Strategic Management Journal, 9: 41-58.
13. Sakakibara, M. 1997. Heterogeneity of firm capabilities and cooperative research and development: An empirical examination of motives. Strategic Management Journal, 18: 143-164.

三、網站部分
1. Yahoo!雅虎台灣 (tw.dir.clubs.yahoo.com/Games/Computer___Video_Games)
2. 電玩寶酷 (gamecenter.taiwan.cnet.com)
3. 遊戲基地 (www.gamebase.com.tw)
4. PS.com (www.PS.com )
5. PC Home 電腦報 ( www.ithome.com.tw)
6. 科技資訊網 ( Taiwan.cnet.com)
7. 鉅亨網 (tzweb.cnyes.com)
8. Gamespot (gamespot.com/gamespot)
9. 台灣任天堂任天堂 (netcity3.web.hinet.net/UserData/hakuyu)
10. 任天堂Gameboy (home.kimo.com.tw/www.enter-max)
11. SEGA and SONY (residence.educities.edu.tw/weihaw/)
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