標題: 宅經濟理論於遊戲產業的應用分析
Application of OTAKU Economic Theory at Gaming Industry
作者: 李維哲
Lee, Wei-Jer
蔡璧徽
Tsai, Bi-Huei
管理學院管理科學學程
關鍵字: 宅經濟;休閒消費;金融風暴;OTAKU Economic;Leisures;Financial turmoil
公開日期: 2015
摘要: 本論文藉由選定改變上班族自由時間與薪資的事件日,輔以電玩遊戲產業的異常報酬率變化,以「消費數量-休閒消費模型」為宅經濟訂立模型。當景氣衰退因素,消費者因為失業或是無薪假造成自由時間L升,伴隨工資率W下降時,在收入的限制下,消費者追求以最合理的時間、較低的休閒以及交通費用P,來得到最大的消費數量C。藉由最大的消費數量來填補「非志願」增加的自由時間。部分消費者開始趨向「居家休閒」,意即我們常常於媒體上聽聞的「宅」在家裡。消費者重新選擇進行較低支出,且容易取得的家用電玩、線上遊戲,或是在家閱讀漫畫、觀賞影片等休閒生活。經過長期演變成在家消費的特殊消費行為。當這些消費產品擁有促使消費者引發3C消費行為的特性時,消費者即可能持續投入時間以及金錢,讓御宅相關產業在金融風暴中逆勢成長,這些現象引發的商機以及現象,被稱為「宅經濟」。
This study used "Consumption quantity - leisure consumption model"for explaning OTAKU Economic theory at gaming industry.In this paper, researcher selected events about 「unpaid leave」and 「unemployment 」which increase free time L and decrease constraint time N. Consumers will seek the most reasonable time, lower recreation cost and lower transportation cost P to get the maximum consumption C. Consumers use largest number of consumption to fill "non-voluntary" free time. Some consumers start "home leisure" consumption, and become “Home body” which we often hear in the mass media. Consumers choose lower cost 、and some leisures which easy to obtaining ,like video games、 online games、comic books、watching DVD etc.Home leisures become a special consumer behavior. If these Home leisures products have prompted consumers to trigger 3C consumer behavior, consumers will continue to invest time and money. Home leisures related industries thrive during the period of the financial turmoil. The phenomenon is called " Otaku economy."
URI: http://140.113.39.130/cdrfb3/record/nctu/#GT070263118
http://hdl.handle.net/11536/126064
顯示於類別:畢業論文