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題名:電競產業週邊硬體設備企業經營績效之分析
書刊名:管理資訊計算
作者:顏慧明 引用關係蕭文姃 引用關係江慧貞 引用關係蔡義清 引用關係張家瑞
作者(外文):Yen, Huey-mingHsiao, Wen-chengChiang, Hui-chenTsaih, Yih-chingJhang, Jia-ruei
出版日期:2020
卷期:9:2
頁次:頁228-241
主題關鍵詞:電競產業資料包絡分析法多元迴歸研發費用E-sports industryData envelopment analysisMultiple regressionR&DDEA
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(0) 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:0
  • 共同引用共同引用:208
  • 點閱點閱:9
電競已被列入2022年杭州亞運會示範項目,立法院通過修正運動產業條例條文後,等於正式宣布台灣電競產業被政府認可,又電子系統是電競賽事最主要的基礎,全球80%的硬體製造都在台灣。因此本研究之研究目的包括分析電競產業相關硬體設備之企業在近年來的營運績效,以及檢視影響經營績效可能因素。本研究期間設定自2017年第四季至2018年第四季以連續5季,而資料來源取自雅虎奇摩概念股網站及MoneyDJ理財網,臺灣經濟新報資料庫,共計34家相關企業,研究方法包括資料包絡分析法、Pearson相關分析、獨立樣本T檢定、單一樣本檢定分析及多元迴歸模型。研究結果發現除上市櫃企業績效結果無差異外,研發費用率、資產總額皆與效率值有顯著相關性,最後經由多元迴歸分析發現,除上市櫃績效無顯著差異外,類別、資產總額、皆有顯著差異,其中研發費用率為負顯著相關,其原因為企業研發費用對於企業獲利呈現遞延效果,故研發費用與企業經營績效成負顯著相關。
E-sports have been included in the demonstration project in Hangzhou 2022. In this industry, the electronic system is the main basis of e-sports events. 80% of the world's hardware manufacturing related to E-sports are manufactured in Taiwan. Therefore, the research objectives of this study include analyzing the operating performance of enterprises in the e-sports industry in recent years, and examining possible factors that affect operating performance. The study period is set from the fourth quarter of 2017 to the fourth quarter of 2018 in five consecutive quarters, and the data sources are taken from the Yahoo Kimo Concept Stocks website and MoneyDJ wealth management website, and the Taiwan Economic News Database. A total of thirty-four related companies' data are included. Research methods include data envelopment analysis, Pearson correlation analysis, independent sample T test, and multiple regression model. The research results found that except for the performance of listed companies, there was a significant correlation between the R&D expense ratio, total assets and efficiency values. Finally, from the multiple regression analysis, it is found that R&D expense ratio is negatively and significantly related to companies' efficiency. The reason is likely that corporate R&D expenses have a deferred effect on corporate profits, so research and development expenses are negatively and significantly related to business performance.
期刊論文
1.Kaplan, R. S.、Norton, D. P.(1996)。Strategic Learning and the Balanced Scorecard。Strategy & Leadership,24(5),18-24。  new window
2.Stanwick, P. A.、Stanwick, S. D.(1998)。The relationship between corporate social performance, and organizational size, financial performance, and environmental performance: An empirical examination。Journal of Business Ethics,17(2),195-204。  new window
3.韓慧林(20040100)。臺灣地區半導體業績效評估。管理研究學報,4(1),71-89。new window  延伸查詢new window
4.Ravenscraft, D. J.(1983)。Structure-profit relationship at the line of business and industry level。The Review of Economics and Statistics,65(1),22-31。  new window
5.陳慧瀅(20000100)。科學園區主要產業的相對效率之衡量。產業論壇,1,135-146。new window  延伸查詢new window
6.Marquardt, Donald W.(1980)。Comment: You Should Standardize the Predictor Variables in Your Regression Models。Journal of the American Statistical Association,75(369),87-91。  new window
7.Roberts, Peter W.、Dowling, Grahame R.(2002)。Corporate Reputation and Sustained Superior Financial Performance。Strategic Management Journal,23(12),1077-1093。  new window
8.Thore, Sten、Phillips, Fred、Ruefli, T. W.、Yue, P.(1996)。DEA and the management of the product cycle: The US computer industry。Computers and Operations Research,23(4),341-356。  new window
9.Kozmetsky, G.、Yue, P.(1998)。Comparative Performance of Global Semiconductor Companies。Omega--International Journal of Management Science,26(2),153-175。  new window
10.吳正雄、李坤城、崔自強、陳志偉(20120600)。國際觀光旅館主管領導風格之差異與經營績效關聯性研究。國立臺中技術學院學報,16,57-71。new window  延伸查詢new window
11.李馨蘋、陳治豪、程心瑤(20150200)。公司策略與公司績效之研究--公司治理之調節效果。中華管理評論,18(1),(5)1-(5)24。  延伸查詢new window
12.Banker, Rajiv D.、Charnes, Abraham、Cooper, William Wager(1984)。Some Models for Estimating Technical and Scale Inefficiencies in Data Envelopment Analysis。Management Science,30(9),1078-1092。  new window
13.Golany, B.、Yu, G.(1997)。Estimating Returns to Scale in DEA。European Journal of Operational Research,103(1),28-37。  new window
14.Gupta, V. K.(1983)。Labor Productivity, Establishment Size, and Scale Economies。Southern Economic Journal,49(3),853-859。  new window
15.Roper, S.、Micheli, P.、Love, J. H.、Vahter, P.(2016)。The roles and effectiveness of design in new product development: A study of Irish manufacturers。Research Policy,45(1),319-329。  new window
16.練有為、鄭素珍(20161200)。反向投資策略、動能效應與均值回歸操作績效之比較:以臺灣電競產業為例。觀光與休閒管理期刊,4(2),100-112。new window  延伸查詢new window
17.陽駿瀅、黃海燕、張林(2014)。中國電子競技產業的現狀,問題與發展對策。首都體育學院學報,26(3),201-205。  延伸查詢new window
18.Wind, Yoram、Saaty, Thomas L.(1980)。Marketing Applications of The Analytic Hierarchy Process。Management Science,26(7),641-658。  new window
19.Farrell, Michael James(1957)。The Measurement of Productive Efficiency。Journal of the Royal Statistical Society: Series A (General),120(3),253-290。  new window
20.Venkatraman, N.、Ramanujam, Vasudevan(1986)。Measurement of Business Performance in Strategy Research: A Comparison of Approaches。Academy of Management Review,11(4),801-814。  new window
21.Charnes, Abraham、Cooper, William W.、Rhodes, Edwardo(1978)。Measuring the efficiency of decision making units。European Journal of Operational Research,2(6),429-444。  new window
學位論文
1.唐周毅(2008)。電子競技運動之發展與策略(碩士論文)。國立臺灣體育大學,臺中市。  延伸查詢new window
2.王起鳳(2006)。研發費用與公司績效:考慮公司規模後的實証研究(碩士論文)。國立高雄應用科技大學。  延伸查詢new window
3.黃姿綺(2017)。電競玩家經營遊戲實況台之成功因素分析(碩士論文)。國立臺灣藝術大學。  延伸查詢new window
圖書
1.Sueyoshi, Toshiyuki、高強、黃旭男(2003)。管理績效評估:資料包絡分析法。臺北:華泰文化事業股份有限公司。new window  延伸查詢new window
2.Schumpeter, J. A.(1950)。Capitalism, Socialism and Democracy。New York:Harper。  new window
3.Jin, D. Y.(2010)。Korea's Online Gaming Empire。Cambridge, Massachusetts:MIT Press。  new window
4.Robbins, S. P.(1994)。Organization Theory: Structure, Design, and Application。Englewood Cliffs, New Jersey:Prentice-Hall。  new window
5.Rees, W. P.(1995)。Financial Analysis。New Jersey:Prentice-Hall。  new window
其他
1.蘇龍麒(20171107)。立院三讀,電競及運動經紀納入運動產業,https://www.cna.com.tw/news/firstnews/201711070098.aspx。  延伸查詢new window
2.行政院(20170917)。政府做電競產業後盾,讓年輕人實現夢想,https://www.ey.gov.tw/Page/9277F759E41CCD91/9bded5a5-0841-47d8-a893-b62b7472153c。  延伸查詢new window
3.Yahoo奇摩電競(2019)。市場報告:2019電競市場將破10億美元,全球觀眾達4億人,https://tw.esports.yahoo.com/%E5%B8%82%E5%A0%B4%E5%A0%Bl%E5%91%8A%EF%BC%9A2019-%E9%9B%BB%E7%AB%B6%E5%B8%82%E5%A0%B4%E5%B0%87%E7%A0%B4-10-%E5%84%84%E7%BE%8E%E5%85%83%EF%BC%8C%E5%85%A8%E7%90%83%E8%A7%80%E7%9C%BE%E9%81%94-4-071115334.html。  new window
4.資策會產業情報研究所(20190429)。遊戲用筆電崛起,引爆2020年換機潮,https://mic.iii.org.tw/IndustryObservations_PressRelease02.aspx?sqno=507。  延伸查詢new window
 
 
 
 
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