§ 瀏覽學位論文書目資料
  
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
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