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研究生:李玄仲
研究生(外文):Victor Lee
論文名稱:雲端運算遊戲服務:遊戲產業的破壞性創新
論文名稱(外文):Video-Streamed Games-on-Demand: A Disruptive Innovation of the Videogame Industry
指導教授:邱宏仁邱宏仁引用關係
指導教授(外文):Charles Hong-Jen Chiu
口試委員:林修葳田正利
口試日期:2011-07-04
學位類別:碩士
校院名稱:國立臺灣大學
系所名稱:企業管理碩士專班
學門:商業及管理學門
學類:企業管理學類
論文種類:學術論文
論文出版年:2011
畢業學年度:99
語文別:英文
論文頁數:64
中文關鍵詞:雲端運算遊戲服務雲端遊戲破壞性的創新電子遊戲OnLive
外文關鍵詞:Video-Streamed Games-on-Demanddistributed gamingcloud gamingdisruptive innovationvideogamesOnLive
相關次數:
  • 被引用被引用:1
  • 點閱點閱:539
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  • 下載下載:0
  • 收藏至我的研究室書目清單書目收藏:2
電視遊戲通常需要高性能的CPU和顯示硬件或昂貴的高性能專用電子遊戲機。廣闊的網路基礎設施和雲技術的改善導致新的技術平台進入者-“雲端遊戲”或“雲端運算遊戲服務”-改變了電子遊戲的開發,分佈,和消費模式。這種破壞性的創新允許各種可上互聯網而低成本的客戶機-從手機到電視-執行高性能遊戲。本文分析新平台對傳統游戲業界硬件和軟件的開發和銷售的影響。重點將對雲端運算遊戲服務(VSGoD)和世界第一建立雲端運算遊戲服務的公司OnLive。


Video games are typically executed on high performance CPUs and graphics hardware or expensive high-performance dedicated console machines connected to television sets. Vast improvements in network infrastructure and cloud technologies have enabled a new technology platform entrant, known as “Cloud Gaming” or “Gaming on Demand”, to change the way video games are developed, distributed and consumed. This disruptive innovation will allow pervasive high-performance gaming in various environments with inexpensive clients that are both low cost and integrable into almost any Internet enabled consumer display device ranging from mobile phones to televisions. This paper analyzes the potential of this new platform to disrupt the hardware and software incumbents in the traditional video game industry and transform software development and distribution. The focus will be specifically on Video-Streamed Games-on-Demand (VSGoD), games that are stored remotely and streamed to the user on demand, and the first commercial implementation of VSGoD by company OnLive.

Table of Contents
Acknowledgements i
Abstract ii
中文摘要 iii
Table of Contents iv
List of Figures vi
List of Tables vii
Chapter 1. Introduction 1
1.1 Research Motivations 1
1.2 Research Objectives 2
1.3 Research Methods 3
Chapter 2. Literature Review 3
2.1 Disruptive Innovations 3
2.1.1 Low End Disruptions 6
2.1.2 New Market Disruption 7
2.2 Porter’s Five Forces 8
Chapter 3. Industry Analysis 9
3.1 Videogame Industry Background 9
3.2 The established value chain 11
3.2.1 Hardware manufacturers 12
3.2.2 Middleware 18
3.2.3 Developers 19
3.2.4 Publishers 22
3.2.5 Distributors 23
3.2.6 Retailers 23
3.2.7 Customers 24
3.3 Porter’s Five Forces Analysis of Videogame Industry 26
3.3.1 Rivalry Among existing competitors 26
3.3.2 Bargaining Power of Suppliers 26
3.3.3 Bargaining Power of Buyers 27
3.3.4 Threat of Substitutes 27
3.3.5 Threat of new entrants 28
Chapter 4. Case study: OnLive 29
4.1 Introduction 29
4.2 How it works 29
4.3 OnLive Architecture 30
4.4 OnLive Interactive Video Compression 32
4.5 OnLive system requirements 33
4.6 OnLive Business Model 34
Chapter 5. Video-Streamed Games-on-Demand Analysis 35
5.1 Video-Streamed Games-on-Demand Value Proposition 35
5.1.1 Retail vs. OnLive Economics 35
5.1.2 Threats to VSGoD and OnLive’s success 38
5.2 VSGoD Impact on Videogame Industry 39
5.2.1 Impact on Software Developers 40
5.2.2 Impact on Software Publishers 43
5.2.3 Impact on Middleware 45
5.2.4 Impact on Software Distributors 45
5.2.5 Impact on Software Retailers 46
5.2.6 Impact on Hardware Manufacturers 46
5.2.7 Changes to Customer Experience 49
5.2.8 Disrupting The Video Game Industry 50
Chapter 6. Conclusion 55
Chapter 7. Bibliography 60


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