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dc.contributor.author張本恒en_US
dc.contributor.authorChang, Pen-Hengen_US
dc.contributor.author唐瓔璋en_US
dc.contributor.authorTang, Ying-Chanen_US
dc.date.accessioned2014-12-12T02:34:31Z-
dc.date.available2014-12-12T02:34:31Z-
dc.date.issued2012en_US
dc.identifier.urihttp://140.113.39.130/cdrfb3/record/nctu/#GT070053007en_US
dc.identifier.urihttp://hdl.handle.net/11536/72252-
dc.description.abstractThe global market for digital games is expected to grow from $67 billion in 2012 to $83 billion in 2017. This forecast includes revenue from dedicated console games, PC games and mobile games for portable devices such as mobile phones and tablets as a secondary feature. This research inherits the resource configuration model proposed by Tang and Liou (2010). After removed incomplete data and outliers from Standard & Poor Compustat database, the study analyzes 61 corporations in the industry. By means of factor analysis, we extract four resource configurations from ten financial indicators as follows: inventory management ability, R&D management ability, asset management ability, and customer management ability. Then, we conduct two-step cluster analysis into use to classify those companies into five strategic groups as given in the list below: retailer cluster, operating performance cluster, competitive weakness cluster, upcoming cluster, and traditional manufacturer cluster. In the end, we examine their financial performance and derive the most ideal configuration for the digital industry.zh_TW
dc.description.abstractThe global market for digital games is expected to grow from $67 billion in 2012 to $83 billion in 2017. This forecast includes revenue from dedicated console games, PC games and mobile games for portable devices such as mobile phones and tablets as a secondary feature. This research inherits the resource configuration model proposed by Tang and Liou (2010). After removed incomplete data and outliers from Standard & Poor Compustat database, the study analyzes 61 corporations in the industry. By means of factor analysis, we extract four resource configurations from ten financial indicators as follows: inventory management ability, R&D management ability, asset management ability, and customer management ability. Then, we conduct two-step cluster analysis into use to classify those companies into five strategic groups as given in the list below: retailer cluster, operating performance cluster, competitive weakness cluster, upcoming cluster, and traditional manufacturer cluster. In the end, we examine their financial performance and derive the most ideal configuration for the digital industry.en_US
dc.language.isoen_USen_US
dc.subject數位遊戲產業zh_TW
dc.subject資源構型zh_TW
dc.subject競爭優勢zh_TW
dc.subject策略族群zh_TW
dc.subject因素分析zh_TW
dc.subject集群分析zh_TW
dc.subjectDigital game industryen_US
dc.subjectResource configurationen_US
dc.subjectStrategic groupen_US
dc.subjectCompetitive advantageen_US
dc.subjectFactor analysisen_US
dc.subjectCluster analysisen_US
dc.title以財務指標分析數位遊戲產業的競爭優勢zh_TW
dc.titleAnalysis of Competitive Advantages of Digital Game Industry with Financial Indicatorsen_US
dc.typeThesisen_US
dc.contributor.department企業管理碩士學程zh_TW
Appears in Collections:Thesis