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題名:臺灣地區線上遊戲產業定價策略評選之研究:模糊理論的應用
書刊名:傳播管理學刊
作者:陳耀竹蔡杰廷
作者(外文):Chen, Yaw-chuTsai, Chieh-ting
出版日期:2006
卷期:7:3
頁次:頁89-112
主題關鍵詞:線上遊戲定價策略模糊多評準決策Online gamePricing strategyFuzzy multi-criteria decision-making
原始連結:連回原系統網址new window
相關次數:
  • 被引用次數被引用次數:期刊(1) 博士論文(0) 專書(0) 專書論文(0)
  • 排除自我引用排除自我引用:1
  • 共同引用共同引用:579
  • 點閱點閱:34
本文旨在模糊環境中,為臺灣線上遊戲產業建構一套評選最適定價策略的模式。本研究首先參考文獻,分別從經濟學、行銷學、作業研究與成本會計等觀點來探討定價之相關文獻,進而整理出評選定價策略之準則。本文依據行銷學的觀點,就行銷組合、需求、成本、競爭者、目標、社會福利與政府法令等七構面來歸納準則。再針對臺灣地區的線上遊戲產業之實際參與決策或其職務相關之主管人員及專業幕僚進行問卷訪查,經重要性分析後,建構出線上遊戲產業定價策略評估模式之層級結構。本研究再利用配對比較,與模糊多決策方法,發展出尋找最佳定價策略的演算法則。該演算法則是根據三角形模擬數與語言變數兩個主要的觀念,作為評估準則之「重要性」與方案滿足各準則之「滿意度」評估之用。藉由層級整合得出各方案之綜合評價,並利用修正之Change & Chen模糊數排序法求出最適的定價策略。本研究以線上遊戲產業的個案公司為例,為所提出之定價決策模式進行實證應用,以供線上遊戲產業擬定定價策略參考之用。
The main purpose of this paper is to provide the tactics and the pricing strategy for the online game industry under fuzzy environment. With the literature review we find the pricing criteria for information goods. This paper based on the point of Economic, Marketing and Operations Research to discuss. This paper according to the view of marketing, we conclude 7 sectors: marketing strategy mixed, demand, cost, competitor, objectives, welfare and government policy. The fundamental concepts we have adopted include the analytic hierarchy process, fuzzy ser theory and multi-criteria decision-making method. The concepts of triangular fuzzy number and linguistic variables are used to assess the preference ratings of linguistic variables, ‘importance’ and ‘appropriateness’. Through the hierarchy intergration, we obtain the final scores of alternatives. Then we use a revised Chang and Chen's ranking method to rank the final scores and rank the final scores for choosing the optimal alternative. This research takes Taiwan Online game industry as an example, carrying on real example application for the decision ways put forward, to provide enterprise the best pricing strategy when they make decisions.
期刊論文
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會議論文
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研究報告
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5.資策會(2001)。亞太主要國家軟體產業發展現況分析。  延伸查詢new window
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學位論文
1.Sugeno, M.(1974)。Theory of fuzzy integral and its applications(博士論文)。Tokyo institute of technology。  new window
2.張意珮(2002)。線上遊戲使用者轉換因素之研究(碩士論文)。元智大學。  延伸查詢new window
3.陳耀竹(1994)。一個模糊多評準決策方法之構建及其應用(博士論文)。國立交通大學。new window  延伸查詢new window
圖書
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2.傅鏡暉(2004)。線上遊戲產業之道。台北:上奇科技。  延伸查詢new window
3.Mulligan, J.、Patrovsky, B.(2003)。Developing online game。New riders。  new window
4.Saaty, T. L.、Keams, K. P.(1985)。Analytical planning: The organization of systems。Oxford:Pergamon Press。  new window
5.Varian, H. R.(1998)。Markets for information goods。Califomia:University of California。  new window
6.經濟部(2006)。2005臺灣數位內容產業白皮書。  延伸查詢new window
7.Hwang, Ching-Lai、Chen, Shu-jen(1992)。Fuzzy Multiple Attribute Decision Making: Methods and Application。Springer-Verlag。  new window
8.Saaty, Thomas L.(1980)。The Analytic Hierarchy Process: Planning, Priority Setting, Resource Allocation。McGraw-Hill。  new window
單篇論文
1.台灣經濟研究院(2004)。數位內容產業景氣動態報告。  延伸查詢new window
其他
1.Brooks, C. H.,Durfee, E. H.(2000)。Toward automated pricing and bundling of information goods,http://www.igec.umbc.edu/kbem/final/brooks.pdf。  new window
 
 
 
 
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