系統識別號 | U0002-1807201613281200 |
---|---|
DOI | 10.6846/TKU.2016.00497 |
論文名稱(中文) | 探討電子遊戲競技創新性之概念與評估指標 |
論文名稱(英文) | eSports event innovativeness: Conceptualization and measurement |
第三語言論文名稱 | |
校院名稱 | 淡江大學 |
系所名稱(中文) | 國際企業學系碩士班 |
系所名稱(英文) | Master's Program, Department Of International Business |
外國學位學校名稱 | |
外國學位學院名稱 | |
外國學位研究所名稱 | |
學年度 | 104 |
學期 | 2 |
出版年 | 105 |
研究生(中文) | 蔡昌昊 |
研究生(英文) | CHANG-HAU TSAI |
學號 | 603550046 |
學位類別 | 碩士 |
語言別 | 英文 |
第二語言別 | |
口試日期 | 2016-06-14 |
論文頁數 | 85頁 |
口試委員 |
指導教授
-
孫嘉祈(samsun0712@gmail.com)
委員 - 蔡政言 委員 - 周啟陽 |
關鍵字(中) |
電競比賽隊伍/選手表現 電競比賽環境 粉絲社群和粉絲忠誠度活動 整體創新性 電競比賽 |
關鍵字(英) |
eSports Overall innovativeness player performance aesthetic environment fan community fan loyalty program. |
第三語言關鍵字 | |
學科別分類 | |
中文摘要 |
電子遊戲競技的崛起,除了遊戲的人口增加外,觀看比賽的人口也增加。根據 newzoo games market research在2015的統計,2017年亞洲將會有七千六百萬的電競狂熱觀眾,歐洲與北美洲的電競狂熱觀眾意繪增加到四千四百萬,全球總預估會有一億四千五百萬的觀眾,其中的54%是來自亞洲,每年觀眾成長率是20%。Yahoo白皮書2015年的統計中,自2012年起台灣的遊戲人口已經從650萬增加到2015年的760萬,三年之間已經成長了17%,其中有54.3%的玩家是電腦線上遊戲玩家,而其中的75%又願意在遊戲上消費。創新性能為運動產業的成長帶來更多的機會,在預估台灣遊戲人口還有遊戲觀眾未來穩定的成長率之下,進而探討台灣電競環境發展現況是否具有創新性。由於國內對於台灣電競產業的研究很少,所以本研究將以探討台灣電競產業目前已發現的特性,並提出電競比賽隊伍/選手表現、電競比賽環境、粉絲社群和粉絲忠誠度活動,四個評估指標來衡量台灣電競產業整體創新程度。 本研究發現: (1)「電競比賽隊伍/選手表現」和電競比賽環境發展狀況在台灣電競產業整體創新程度有正向影響。(2)粉絲社群和粉絲忠誠度活動在台灣電競產業沒有特別突出的創新。(3)研究發現,女性消費者/玩家/觀眾對於電競產業的創新性接收度與男性一樣。電競產業工作者可採用本研究成果,針對比賽環境、隊伍經營、社群發展還有忠誠度活動來調整經營支出的幅度,已確保已有的消費者並增加新的消費者。 |
英文摘要 |
Ever since eSports event begin to grow, the audience that watch eSports event is also growing beside the growth of gamers. According to SlidShare 2015 report, in 2017 there will be 76 million enthusiastic eSports audience in Asia, Europe and North America will increase to 46 million audience, and total global audience are 145 million. From the numbers above, nearly 54% are from Asia, and annual growth rate is 20%. We can see from data shows growth rate is rising, and study shows innovation will bring more opportunity for growth rate in sport industry. Therefore, this research will evaluate the innovativeness in Taiwanese eSports environment under the circumstances of steady audience and gamers growth rate. Because the similar kind of research is very less in Taiwan, so this research will only discuss the dimensions that has been discovered in Taiwanese eSports environment so far. Which is player performance, aesthetic environment, fan community and loyalty program, using these dimension to evaluate overall innovativeness in Taiwan eSports environment. The discover result is perhaps to provide useful information to managerial level to make decisions and marketing strategy in the future. In order to retain the audience and attract new audience. |
第三語言摘要 | |
論文目次 |
Table of Contents Table of Contents I List of Figures III List of Tables IV 1. Introduction 1 1.1. Research background 1 1.2. Research goal 5 1.3. Research process 6 2. eSports industry 8 2.1. What is eSports 8 2.2. World eSports development 10 2.3. eSports game categories 12 2.4. What is League of Legend (LoL) 18 2.5. Development and attractive elements of LoL 18 2.6. LoL Tournaments 23 2.7. Major Online stream 27 2.8. Virtual Fan communities 28 3. Literature Review 30 3.1. What is overall innovativeness 30 3.2. Player Performance 36 3.3. Aesthetic environment 39 3.4. Fan community 42 3.5. Fan loyalty program 46 4. Research method 50 5. Empirical Research 51 5.1. Research method 51 5.2. Relationship analysis 52 5.3. Research setting 56 5.4. Data collection 57 5.5. Assessment of the measurement 57 5.6. Reliability analysis 57 5.7. Validity analysis 58 6. Conclusions 70 6.1. Discussion and implication 70 6.2. Research limitation 72 6.3. Future research and suggestion 72 Reference 74 Internet reference 77 Appendix A. 79 List of Figures Fig.1 eSports ecosystem 2 Fig.2 Global eSports audience growth 3 Fig.3 Research process 7 Fig.4 MOBAs conceptual map 17 Fig.5 Fan community of an eSports player on Facebook 28 Fig.6 Fan community of an eSports player on Twitch 29 Fig.7 Model of consumer-focused eSports event innovativeness 33 Fig.8 Research model 51 Fig.9 Consumer’s age 65 Fig.10 How long have consumer been playing the game 66 Fig.11 Time spent on gaming per week 66 Fig.12 LoL Ranking 67 List of Tables Table1. What games do they play 2 Table2. Conceptualizing the difference between Sports and eSports 9 Table3. Attractive elements of LoL 19 Table4. Comparing the difference between LoL and other MOBAs 21 Table5. Symbols for each tournament sector 23 Table6. LoL S6 Tournament schedule 24 Table7. Relative descriptions to innovativeness 34 Table8. Relative descriptions to player performance 38 Table9. Relative descriptions to aesthetic environment 41 Table10.Relative descriptions to fan community 44 Table11.Relative description to fan loyalty program 48 Table12.Reliability of each dimension 57 Table13.KMO and Bartlett’s test I 58 Table14.Total variance explained I 58 Table15.Rotated component matrix I 60 Table16.KMO and Bartlett’s test II 61 Table17.Total variance explained II 62 Table18.Rotated component matrix II 63 Table19.Descriptive statistics 65 Table20.Correlation matrix 68 Table21.Hypothesis testing 68 Table22.T-test 69 |
參考文獻 |
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