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研究生:王怡萍
研究生(外文):Wang, Yi-Ping
論文名稱:以賽局理論觀點談資訊產業之作業平台競爭策略
論文名稱(外文):The Competitive Strategy for Platform in the Infomation Industry - Application of Game Theory
指導教授:江炯聰, 邱宏仁
指導教授(外文):Jong-Tsong Chiang, Horng-Ren Chiou
學位類別:碩士
校院名稱:國立臺灣大學
系所名稱:商學研究所
學門:商業及管理學門
學類:一般商業學類
論文種類:學術論文
論文出版年:1997
畢業學年度:85
語文別:中文
論文頁數:1
中文關鍵詞:賽局理論作業平台資訊產業競爭策略
外文關鍵詞:game theoryplatformInformation Technologycompetitive strategy
相關次數:
  • 被引用被引用:11
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  • 收藏至我的研究室書目清單書目收藏:3
資訊產業中,由於作業平台(如:OS、CPU)的競爭牽涉到市場標準的形
成,因此,對廠商之產業地位的影響可謂格外深遠。在作業平台競爭的市
場中,因為有強大的網路外部性,因此往往形成「超過關鍵多數則贏家通
吃」的局面。有鑑於此,本研究嘗試引入賽局理論,以建構兩作業平台競
爭之數學模型。本篇論文以ESS(Evolutionary Stable Strategy)賽局
理論為基礎。ESS賽局理論有別於一般的賽局理論,不僅可以分析有一大
群有限理性參賽者的賽局,且具有相當程度的動態性,可經由簡單的數學
推導,呈現出不同特性產品市場的發展全貌,本研究首先以各種ESS賽局
模型均衡,將各類型之資訊產品所屬的市場型態作一簡單的歸類,繼而利
用不對稱ESS賽局模型解釋作業平台所具有的網路外部性。其次,根據「
作業平台本身特性」(即:是否可累積使用者價值、使用成本是否可忽略
)以及「不相容之作業平台引入時間的差距」(差距時間長者,係指市場
上有一群消費者被鎖住在較早引入之作業平台),將資訊產業之作業平台
競爭型態區分成八種類型,並一一討論其可能形成的市場型態。最後,基
於上述的分析,本研究得到以下結論:一、 兩作業平台之競爭可能形成
以下三種市場(二) 一作業平台獨佔的市場對消費者而言,其中一作業
平台明顯優於另一作業平台,或消費者對兩作業平台之評價相近,但其中
一平台的引入時間較早。(二) 兩作業平台能各維持其市場佔有率的寡
佔市場(三) 超過關鍵多數則贏家通吃的市場兩作業平台在推出市場一
段時間後,市場佔有率超過該市場所需之「關鍵多數」的作業平台,將獨
佔整個市場。二、廠商競爭策略(一) 作業平台引入期1. 同時考慮「作
業平台本身特性」及「兩不相容之作業平台引入的時間差距」兩個向度
。2. 後進廠商可考慮採取「相容」策略。尤其是可累積使用者價值的作
業平台,「相容」不失為一個彌補時間劣勢的極佳方式。3. 「開放性標
準」與「專屬性標準」的權衡考量。(二)市場型態形成期無論廠商在作
業平台引入期所採取的策略為何,一段時間後,必形成上述三種類型的市
場。此時,廠商應在(1)加速本身產品之採用擴散速度(2)提高市場佔
有率(3)降低關鍵多數點 等三方面,制訂適當的策略。綜合言之,廠商
應設法瞭解在既定賽局形式下,市場上競爭雙方的策略互動對整個賽局形
式的影響,並注意各種不同的策略運用對市場可能造成的長短期效果。且
由於時間與環境的變動可能改變既定的賽局形式或遊戲規則,故廠商在此
方面亦不可掉以輕心。最後,要提醒作業平台廠商:盡量把握機會,主動
改變遊戲規則,創造對自己有利的賽局。
In the information industry, the competition of platforms, such
as OS and CPU, has far-reaching impacts on the formation of
standards and thus the market positions of the players. Because
of the strong network effects, the competition in this market
sometimes leads to a scenario of *the winner takes all* when the
market share of some platform exceeds a so-called critical mass.
To understand the underlying mechanisms, this thesis tries to
apply the game theory?}_Evolutionary Stable Strategy (ESS) to
study the competition of two platforms. ESS is appropriate for
modeling in that it can be used to analyze the dynamics of a
large group of players with bounded rationality. Through rather
easy mathematical deduction, ESS can show the market evolution
of products of different characteristics. In this thesis, the
equilibrium models of ESS are first used to categorize the
markets of information products, and the asymmetric models, to
explain the network externalities of platforms. Then based on
the characteristics of platforms (including the accumulation of
users* value and users* adoption costs) and the time lag of
introducing incompatible platforms (meaning that customers are
*locked-in* to the platform introduced earlier), the competition
of platforms are classified into eight groups each with
different types of market evolution. The main findings of this
thesis are as follows. I. The competition of two platforms may
result in three kinds of markets:A. Monopoly of one platform
that is superior to the other * from the customers* standpoint *
or that is introduced to the market earlier.B. Oligopoly of two
platforms each with certain market shares.C. The winner takes
all when its market share exceeds some critical mass.II. The
competitive strategy for platforms consists of two periods:A.
When the platforms are introduced, the competitors should take
into consideration two crucial dimensions: the characteristics
of the platforms and the time lag of introducing incompatible
platforms. Also the competitors should decide whether and to
what degree the standards are open or proprietary. Besides,
late entrants can adopt the strategy of compatibility.B. When
the markets are growing, the competitors should focus on
accelerating the market adoption of products, increasing the
market share, and lowering the critical mass. In conclusion, the
competitors should give heed to the evolution of the games and
the game rules as well. If possible, they should also actively
change the game rules to their advantage.
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