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研究生:洪祥峯
研究生(外文):HUNG, SHIANG-FENG
論文名稱:行動電競結合行動商務之前瞻研究
論文名稱(外文):Prospective Research of Integration between Mobile Esports and Mobile Commerce
指導教授:梁志雄梁志雄引用關係
指導教授(外文):Liang, Chi-Hsiung
口試委員:梁志雄李守誠戚玉樑
口試委員(外文):Liang, Chi-HsiungLee, Sou-ChenChi, Yu-Liang
口試日期:2019-05-28
學位類別:碩士
校院名稱:龍華科技大學
系所名稱:多媒體與遊戲發展科學系碩士班
學門:電算機學門
學類:軟體發展學類
論文種類:學術論文
論文出版年:2019
畢業學年度:107
語文別:中文
論文頁數:108
中文關鍵詞:5G行動電競行動商務
外文關鍵詞:5GMobile EsportsMobile CommerceM-Commerce
相關次數:
  • 被引用被引用:0
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  • 下載下載:52
  • 收藏至我的研究室書目清單書目收藏:1
在遊戲市場上以及行動商務市場上都有良好的發展,然而目前市面上所看到不管是Esports或是Mobile Esports 少有探討如何與行動商務系統整合之研究,且絕大部分的遊戲仍是以傳統網頁的形式在推廣遊戲所衍生的周邊商品,因此,本研究將使用Photon Server作為遊戲伺服器,以及跨平台開發引擎Corona作為使用者端的開發工具,再以(LEMP-based (Linux-Nginx-MariaDB/MySQL-PHP ) 架構開源版本的Magento為雲端之行動商務系統而開發一款應用於電競的行動遊戲,探討其相結合之後的優缺點,以期對未來Esports或是Mobile Esports結合動商務的發展有所幫助。
實作成功後發現,行動商務系統確實對於電競遊戲來說有所幫助,可以讓玩家更願意花時間在遊戲上,也提升玩家購買週邊商品的意願。缺點方面因為完全同步電競遊戲需要大流量的伺服器來支援,成本上較一班傳統手遊會偏高,加上要使用商業版“Magento”也需要每年支付高額的權利金,在成本考量上可能會讓許多Mobile Esports的開發者望而卻步。
There are good developments in the game market as well as in the mobile commerce market. However, there are few studies on the market, which focus on how to integrate mobile commerce systems with mobile Esports games. Most of games on the market are still using a traditional website promoting the game-derived peripherals. Therefore, this study uses a Photon Server as the game server, a Corona across-platform game engine, and a open source mobile commerce of Magento which is LEMP-based (Linux-Nginx-MariaDB/MySQtL-PHP) architecture, a cloud-based mobile commerce system, to develop a mobile Esports game. In the end, the advantages and disadvantages of this system has been discussed.
The reseach result has shown that the mobile commerce system is helpful for the Esports game development, which makes players more willing to spend time on the game. It also enhances the player's willingness to purchase peripheral products of that games. On disadvantage side, because fully synchronized Esports games require a large number of servers to support, the cost is higher than a traditional mobile game. On the other head the use of the commercial version of "Magento" also requires a high amount of royalties per year. From the cost consideration aspect this discouraged many mobile Esports developers to use it.

摘要 i
ABSTRACT ii
誌謝 iv
目錄 v
表目錄 viii
圖目錄 ix
第一章 緒論 1
1.1 前言 1
1.2 研究動機與目的 3
1.3 開發流程 6
1.4 研究限制與範圍 8
1.5 研究貢獻 8
第二章 文獻探討 9
2.1 5G的發展 9
2.2 電子競技 12
2.2.1 電子競技的定義 12
2.2.2 電子競技的發展趨勢 13
2.3 行動商務 16
2.3.1 行動商務現今發展 16
2.3.2 行動商務系統 19
2.3.2.1 Magento 19
2.3.2.2 Opencart 20
2.3.2.3 PrestaShop 21
2.3.2.4 小結 22
2.4 遊戲伺服器 24
2.4.1 Photon Server 24
2.4.2 Amazon gameOn 25
2.4.3 SmartFoxServer 26
2.4.4 小結 27
2.5 跨平台遊戲引擎 28
2.5.1 Corona 28
2.5.2 Unity Engine 28
2.5.3 Unreal Engine 4 29
2.5.4 小結 31
2.6 文獻總整理 32
第三章 研究方法 41
3.1 整合目的 41
3.2 系統內容與遊戲規則 41
3.2.1 系統內容 41
3.2.2 遊戲規則 42
3.3 開發工具與系統平台 43
3.3.1 Corona開發遊戲引擎介紹 43
3.3.2 遊戲伺服器之選擇 45
3.3.3 開發環境建置 46
3.3.4 遊戲開發流程 47
3.4 系統架構與流程 50
3.4.1 系統流程 51
3.4.1.1 遊戲流程 51
3.4.1.2 Photon Server流程 54
3.4.1.3 Magento行動商務系統流程 55
3.4.2 系統架構 56
3.4.3 遊戲註冊及登入頁面 57
3.4.4 主選單頁面 58
3.4.5 創建房間大廳及遊戲大廳頁面 59
3.4.6 遊戲房間頁面 61
3.4.7 遊戲內容頁面 63
3.4.8 遊戲結算頁面 64
3.4.9 Magento後台排行榜頁面 65
3.4.10 Magento後台發送優惠卷頁面 66
3.4.11 使用優惠卷購買流程 66
3.5 小結 69
第四章 研究結果 71
4.1 電競手機遊戲類型 71
4.2 使用者意見調查 72
4.2.1 問題設計 72
4.2.2 意見調查結果分析 78
4.3 行動電競與行動商務結合之商業模式探討 89
4.4 行動電競結合行動商務系統之實際流程 93
4.5 小結 94
第五章 結論與未來發展 96
5.1 結論 96
5.2 未來發展 98
參考文獻 101

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