手機遊戲市場分析與研發方向探討:以台灣IAP手機遊戲為例
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2020
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「打電動能有甚麼出息?」、「玩遊戲能有甚麼學問?」我想這是很多人成長過程中,家長的大哉問。但凡事物,皆有兩面。在西方的神話中,神賜予的火,能用來烹飪美食,但也能用來傷人。
由於本人是遊戲業從業者,在工作過程中,也常試圖透過做學問的方法來執行工作內容。藉由自身工作及學術論文撰寫機會,分析台灣IAP手機遊戲市場,探討手機遊戲開發方向。
透過質性研究方法、次級資料文獻分析法與歸納法等方式,在這個看似簡單的過程中,探索電子遊戲的過去、現在,以及未來。思考要研發一款手機遊戲產品,應該要關注甚麼,例如產業背景或產業現況。或應該思考哪些內容,例如產品分類、用戶類型和獲利能力強的產品應該朝哪些方向努力。甚至是探討何謂遊戲,以及遊戲的動機是甚麼…等問題。並加以審思開發遊戲相關的企業應該如何思考策略,對當下以及未來做出應對。
本文研究結果發現,主要著重於從獲利角度,並藉由上述產品分類、用戶類型、用戶遊戲動機…等內容,推導LTV最大化因素,進而建構一個心智圖。搭配分析自身資源,並可藉此心智圖延伸思考自身產品要著力的重點為何,以及適合發展的研發方向。
遊戲相關產業原來和這麼多專業技術相關。遊戲,也許不是你我想像的那樣。
"Which benefits can you get to play games?" "What can be learned by play games?" I think that`s a good question from a lot of parents. But all things have two sides. In Western mythology, God-given fire can be used to cook good food, but it can also be used to hurt people. Because I am a game industry practitioner and I enjoys games, I often try to execute the content of my work by doing scholarly things in the course of my work. This paper attempts to analyze the IAP mobile game market in Taiwan, and explore the direction of mobile game development, by using my own work and academic paper writing opportunities. The past, present, and the future of video games are explored in this seemingly simple process through qualitative research methods, secondary data literature analysis methods, and inductive methods. Think about what you should be concerned about in order to develop a mobile game product, such as the industry background or the current state of the industry. Or should think about what content, such as product categories, user types and the direction in which profitable products should work. It even explores questions such as what is a game and what is the motivation for the game? We will also examine how game development companies should think strategically and respond to the present and the future. The findings of this paper are that the main focus is on the profitability perspective, and using the above-mentioned product categories, user types, user game motivations, etc., to derive LTV maximization factors, and then construct a mind map. The company can analyze its own origin and use this to extend its mind map to think about the focus of its products and the appropriate direction of development. The gaming-related industry turns out to be related to so much expertise. The game, perhaps, is not what you and I thought it would be.
"Which benefits can you get to play games?" "What can be learned by play games?" I think that`s a good question from a lot of parents. But all things have two sides. In Western mythology, God-given fire can be used to cook good food, but it can also be used to hurt people. Because I am a game industry practitioner and I enjoys games, I often try to execute the content of my work by doing scholarly things in the course of my work. This paper attempts to analyze the IAP mobile game market in Taiwan, and explore the direction of mobile game development, by using my own work and academic paper writing opportunities. The past, present, and the future of video games are explored in this seemingly simple process through qualitative research methods, secondary data literature analysis methods, and inductive methods. Think about what you should be concerned about in order to develop a mobile game product, such as the industry background or the current state of the industry. Or should think about what content, such as product categories, user types and the direction in which profitable products should work. It even explores questions such as what is a game and what is the motivation for the game? We will also examine how game development companies should think strategically and respond to the present and the future. The findings of this paper are that the main focus is on the profitability perspective, and using the above-mentioned product categories, user types, user game motivations, etc., to derive LTV maximization factors, and then construct a mind map. The company can analyze its own origin and use this to extend its mind map to think about the focus of its products and the appropriate direction of development. The gaming-related industry turns out to be related to so much expertise. The game, perhaps, is not what you and I thought it would be.
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遊戲業, 遊戲研發, 應用內購買手機遊戲, 終生價值, game industry, game development, IAP mobile games, LTV