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研究生:吳珮琪
研究生(外文):Pei-Chi Wu
論文名稱:從正當性觀點與資源依賴理論探索台灣電競產業之成長策略
論文名稱(外文):A Study of Growth Strategy of Taiwan eSports Industry: From the Perspectives of Legitimacy-based View and Resource Dependence Theory
指導教授:葉峻賓葉峻賓引用關係
指導教授(外文):Chun-Ping Yeh
口試委員:翁晶晶蕭義棋
口試委員(外文):Jing-Jing WengYi-Chi Hsiao
口試日期:2021-01-28
學位類別:碩士
校院名稱:國立臺灣科技大學
系所名稱:科技管理所
學門:商業及管理學門
學類:其他商業及管理學類
論文種類:學術論文
論文出版年:2021
畢業學年度:109
語文別:英文
論文頁數:112
中文關鍵詞:正當性觀點資源依賴理論電子競技產業
外文關鍵詞:Legitimacy-based viewResource Dependence TheoryeSports industry
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根據Newzoo產業分析報告顯示,2018年全球電子競技產值為7.7億美元,預估至2023年前將達到16億美元之規模,複合年均成長率預估為15.53%。此調查結果顯示電競產業之發展具有潛力,其創造之商業利益亦不容小覷,然而台灣電競產業之發展與產值卻與它國有著顯著差異,例如:中國、南韓等。有鑑於此,本研究認為台灣電競產業之發展狀況值得探討。先前研究討論電子競技產業鏈之完整性,但產業之完整並不能保證其發展,亦容易忽略台灣電競產業處於萌芽期之特徵與其蘊含之潛在問題。本研究以正當性觀點與資源依賴理論探索台灣電競產業由萌芽期發展至成熟期背後之成長機制,並針對電子競技產業之從業人士進行訪談,在收集初級資料並以次級資料輔佐分析後,主張台灣電競產業發展正面臨正當性不足與資源依賴海外遊戲開發商之問題。據此,本研究對電競產業中之利害關係人提出產業發展之策略建議。在提升正當性方面,首先,電競賽事運營商可藉由發揮其電競賽事營運之經驗,持續舉辦電競相關活動以增加台灣社會對電子競技之熟悉,提升台灣社會對電子競技之認知正當性。其次,中央主管機關應考慮將電子競技納入國家未來發展計劃、廣納產業專業人士之建議,擬定並完善產業發展相關規則,提升政府法規及政策之完整度與正當性,藉此吸引投資者與資金進入產業,以促進電競生態成長。最後,電競教育機構,包含私人訓練機構及學校教育,應持續開發更多產學合作之機會,加強產學交流以提升教學有效性並符合產業人才需求。針對資源依賴問題,遊戲開發商可透過垂直整合、併購策略以取得自主開發電子競技遊戲軟體所需之核心技術及資源,期望改善資源過度依賴外部組織之問題。賽事營運商可招集電競產業利害關係人以組成全國性聯盟或組織,向政府提出產業發展之政策建議。政府應採納電競產業專業人士之建議、評估給予遊戲開發商所需之協助。最後,本研究提出電子競技產業之利害關係人應集結彼此力量,凝聚產、官、學界之共識與資源以達到綜效,促進電子競技產業之成長與發展。
It is promising that the worldwide revenue of eSports is reported to be 776.4 million U.S. dollars in 2018 and is expected to reach 1.6 billion U.S. dollars by 2023, with a CAGR of 15.53%, according to Newzoo. However, there exists a polarized difference between eSports market value in Taiwan and those in China and South Korea, which is worth investigating. Prior studies discuss the completeness of eSports industry chain that may not necessarily contribute to the growth of an industry and may dim the features of a nascent industry as well as the problems that ensued. Therefore, drawing on the perspectives of Legitimacy-based view (LBV) and Resource Dependence Theory (RDT), this study conducts interviews with several stakeholders within eSports industry, explores the mechanism behind the growth of eSports industry, and argues that problematic legitimacy and the resource dependence on foreign game IP holders are the two major fundamental causes challenging the growth of eSports industry in Taiwan.
Accordingly, this study proposes some strategic actions based on the LBV and RDT and suggests that firstly, the eSports event-organizers should take the lead to familiarize the public with eSports in order to facilitate the social-cognitive legitimacy; secondly, the central government should include eSports into the national development plan in order to facilitate the establishment of the eSports ecosystem and make relevant development-enforced rules to gain eSports the pragmatic legitimacy; thirdly, the eSports education institutions (both schools and private training centers) should seek for more industry-academic corporations to improve the effectiveness of eSports education to gain the normative legitimacy.
In addition, this study suggests that game developers undertake necessary vertical integration by acquiring key technologies and resources needed for developing the eSports game titles to cope with the resource dependence issue. Event-organizers are advised to form a nationwide alliance to lobby the government to include eSports into the national-level development plan, ensuring the budgets are allocated to eSports game title development. The government is advised to support game developer’s R&D activities by subsidizing and responding to the demands from the industry. This study suggests that stakeholders within eSports industry should be united and corporate to form the synergy and achieve the combined effect that drives the development of eSports industry in Taiwan.
Table of Contents
1. Introduction 1
1.1 Background of the Study 1
1.2 Purpose of the Study 7
1.3 Research Question 7
1.4 Structure of the Study 7
2. Literature Review 9
2.1 eSports Industry 9
2.1.1 Definition of eSports 9
2.1.2 Development of eSports industry 12
2.1.3 Stakeholders in eSports industry 14
2.1.4 eSports in South Korea 22
2.1.5 eSports in China 27
2.2 Nascent Industry 30
2.3 Legitimacy-based View 32
2.4 Resource Dependence Theory 37
2.5 Michael Porter’s Diamond Model Theory 40
3. Research Method 44
3.1 Data Collection Method 46
3.1.1 Semi-structured method 46
3.1.2 Purposive sampling for interviewee selection 46
3.2 Research Procedure 49
4. Current status of eSports industry in Taiwan 50
4.1 Current status of eSports stakeholders in Taiwan 55
4.1.1 Game developer 55
4.1.2 Event-organizer 58
4.1.3 Amateur and professional eSports tournaments 59
4.1.4 Professional eSports players, teams, clubs 61
4.1.5 Sponsors 64
4.1.6 Government 66
4.1.7 School education in eSports 68
4.1.8 Private training institutions in eSports industry 69
4.1.9 Streaming platform 70
4.1.10 Fans, viewers, and amateur players 70
4.2 Issues of eSports industry in Taiwan 71
5. Finding and Suggestion 73
5.1 Problems with the eSports development in Taiwan 73
5.1.1 Underdeveloped legitimacy of eSports in Taiwan 75
5.1.2 Lack of self-developed eSports game titles 76
5.2 Suggestions 78
5.2.1 Strategic actions for attaining eSports legitimacy in Taiwan 78
5.2.2 Strategic actions to cope with autonomy of eSports industry 81
6. Conclusion 86
7. Limitation and Future Research 89
7.1 Limitation 89
7.2 Future research 89
Reference 91
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