跳到主要內容

簡易檢索 / 詳目顯示

研究生: 翁逸軒
Weng, I-Hsuan
論文名稱: 探討手遊公司的標準化以及在地化策略——以A公司為例
Exploring Standardization and Localization Strategies in Mobile Game Companies: A Case Study of Company A
指導教授: 邱奕嘉
Chiu, Yi-Chia
口試委員: 巫立宇
李岱砡
學位類別: 碩士
Master
系所名稱: 商學院 - 企業管理研究所(MBA學位學程)
Master of Business Administration Program(MBA)
論文出版年: 2025
畢業學年度: 113
語文別: 中文
論文頁數: 78
中文關鍵詞: 手遊遊戲產業標準化在地化
外文關鍵詞: Mobile Games, Gaming Industry, Standardization, Localization
相關次數: 點閱:271下載:0
分享至:
查詢本校圖書館目錄 查詢臺灣博碩士論文知識加值系統 勘誤回報
  • 本研究以知名手遊公司A為研究對象,旨在探討手遊企業於推動國際化過程中,透過觀察企業標準化與在地化策略的選擇與執行模式,了解手遊企業在進行國際化時所採用之模式為何,並同時關注企業如何在全球擴張下,於產品與行銷策略上因應不同市場環境進行調整或維持一致性。

    本研究採用個案研究法,並透過對A公司兩位內部主管進行深度訪談,以了解其在標準化與在地化策略選擇上的實務經驗與決策邏輯。為提升資料的完整性與可信度,亦輔以次級資料進行交叉驗證,進一步補足企業實際策略的操作細節,藉此勾勒其整體國際化佈局思維。

    在理論基礎方面,依據Theodosiouc與Leonidou(2003)所提出之標準化與在地化影響因素理論,建構分析架構,進一步探究企業策略形成的背景與執行方式,並根據Bartlett與Ghoshal(1989)提出之四種國際化策略,了解手遊公司所採取之模式為何。綜上,本研究期望藉由個案實證與理論應用的結合,深入揭示手遊產業在面對不同國際市場時,其所應對之方法為何。


    This study takes a well-known mobile game company, referred to as Company A, as the focal case to explore how game enterprises implement internationalization strategies, with particular emphasis on their choices and execution of standardization and localization strategies. The research aims to examine the strategic patterns adopted by mobile game companies during global expansion, and to understand how firms adjust or maintain consistency in their product and marketing strategies across diverse market environments.
    A case study methodology is employed, supported by in-depth interviews with two internal managers at Company A to gain insights into the practical experiences and decision-making logic behind their strategic choices. To enhance the completeness and credibility of the data, secondary sources are also incorporated to triangulate findings and supplement operational details regarding the company’s actual strategy implementation. This approach facilitates a comprehensive understanding of the company’s internationalization logic and structure.
    The theoretical framework is based on the influential model proposed by Theodosiou and Leonidou (2003) regarding the antecedents influencing standardization and localization decisions. In addition, the analysis draws upon Bartlett and Ghoshal (1989) typology of international strategies to identify the strategic orientation adopted by the mobile game company. Through the integration of case evidence and theoretical perspectives, this research seeks to uncover how companies in the mobile gaming industry respond to different international market contexts and strategically navigate the tensions between global integration and local responsiveness.

    第一章 緒論 1
    第一節 研究動機 1
    第二節 研究問題 3
    第三節 論文架構 4
    第二章 文獻探討 5
    第一節 國際行銷4P 5
    第二節 標準化策略 7
    第三節 在地化策略 10
    第四節 標準化與在地化之權衡 12
    第五節 國際化策略 15
    第三章 研究方法 19
    第一節 個案研究方法 19
    第二節 研究架構 21
    第三節 資料來源與搜集 22
    第四節 研究範疇 24
    第四章 產業與個案公司介紹 25
    第一節 手遊產業回顧 25
    第二節 手遊產業的國際化擴張 35
    第三節A公司發展沿革 40
    第四節 組織分部 44
    第五節 組織架構 45
    第六節A公司核心價值 47
    第五章 個案分析 48
    第一節 F遊戲之起源 48
    第二節 七大因素之決策分析 49
    第三節 F遊戲的行銷策略 56
    第四節 個案分析結論 60
    第六章 結論與建議 63
    第一節 研究發現 63
    第二節 研究命題 65
    第三節 研究結論 67
    第四節 研究限制與未來研究建議 70
    參考文獻 71

    一、中文部分
    (一)期刊

    1.胡榜琪、梅燕,2022。〈跨境電商企業出海的經驗探析——以冬海集團為例〉。電子商務通訊,第十一卷三期:1-8。

    二、英文部分
    (一)書籍

    1. Bartlett, C. A., & Ghoshal, S. (1989). Managing across borders: The transnational solution. Harvard Business School Press.
    2. Dunning, J. H. (1993). Multinational enterprises and the global economy. Wokingham: Addison-Wesley.
    3. McCarthy, E. J. (1960). Basic Marketing: A Managerial Approach. Homewood, IL: Irwin.
    4. Stake, R. E. 1995. The art of case study research. Thousand Oaks, CA: SAGE Publications.
    5. Yin, R. K. 2018. Case study research and applications: Design and methods (6th ed.). Thousand Oaks, CA: SAGE Publications.

    (二)期刊

    6. Cavusgil, S. T., & Knight, G. A. (2015). The born global firm: An entrepreneurial and capabilities perspective on early and rapid internationalization. Journal of International Business Studies, 46(1), 3–16.
    7. Douglas, S. P., & Wind, Y. (1987). The myth of globalization. Columbia Journal of World Business, 22(4), 19–29.
    8. Freeman, S., Hutchings, K., Lazaris, M., & Zyngier, S. (2010). A model of rapid knowledge development: The smaller born-global firm. International Business Review, 19(1), 70–84.
    9. Johanson, J., & Vahlne, J. E. (1977). The internationalization process of the firm: A model of knowledge development and increasing foreign market commitments. Journal of International Business Studies, 8(1), 23–32.
    10. Knight, G. A., & Cavusgil, S. T. (2004). Innovation, organizational capabilities, and the born-global firm. Journal of International Business Studies, 35(2), 124–141.
    11. Katsikeas, C. S., Samiee, S., & Theodosiou, M. (2006). Strategy fit and performance consequences of international marketing standardization. Strategic Management Journal, 27(9), 867–890.
    12. Shoham, A. (1999). Bounded rationality, planning, standardization of international strategy, and export performance: A structural model examination. Journal of International Marketing, 7(2), 24–50.
    13. Theodosiou, M., & Leonidou, L. C. (2003). Standardization versus adaptation of international marketing strategy: An integrative assessment of the empirical research. International Business Review, 12(2), 141–171.
    14. Tan, Q., & Sousa, C. M. P. (2013). International marketing standardization: A meta‐analytic estimation of its antecedents and consequences. Management International Review, 53(5), 711–739.
    15. Tsougkou, E., Cadogan, J. W., Story, V. M., & Boso, N. (2025). International product adaptation and performance: A systematic analysis of the literature and agenda for future research. Journal of World Business, 60(1), 101597.
    16. Vrontis, D., Thrassou, A., & Lamprianou, I. (2009). International marketing adaptation versus standardisation of multinational companies. International Marketing Review, 26(4–5), 477–500.
    17. Zou, S., & Cavusgil, S. T. (2002). The GMS: A broad conceptualization of global marketing strategy and its effect on firm performance. Journal of Marketing, 66(4), 40–56.

    (三)商業文章

    18. Levitt, T. (1983). The globalization of markets. Harvard Business Review, 61(3), 92–102.
    19. Rennie, M. W. (1993). Born global. The McKinsey Quarterly, 4, 45–52.

    三、網路資料
    (一)中文資料

    1. 動視暴雪,《暗黑破壞神 永生不朽》,上網日期 2025 年 3 月 22日,檢自:https://diabloimmortal.blizzard.com/zh-tw/
    2. 動點科技(2024),2024 年手遊市場報告:全球手遊內購收入下降 2% 至 540 億美元,休閒手遊收入逆勢增長 8%,品牌合作和線上活動效果顯著,上網日期 2025 年 3 月 22 日,檢自:https://cn.technode.com/post/2024-03-29/sensor-tower-global-mobile-games-insight-2024/
    3. 和平精英官方網站(2024),正確的設置才能讓我們贏得更輕鬆,上網日期 2025 年 3 月 22 日,檢自:https://gp.qq.com/gicp/news/684/14091341.html
    4. 教育百科,個案研究法,上網日期 2025 年 5 月 10 日,檢自:https://pedia.cloud.edu.tw/Entry/WikiContent?title=%E5%80%8B%E6%A1%88%E7%A0%94%E7%A9%B6%E6%B3%95&search=%E5%80%8B%E6%A1%88%E7%A0%94%E7%A9%B6%E6%B3%95
    5. 新浪科技(2025),網易2024年營收再破千億:手游收入占比下滑,新游進展成未來關鍵,上網日期 2025 年 4 月 25 日,檢自:https://finance.sina.com.cn/tech/roll/2025-02-21/doc-inemhhzt2471367.shtml
    6. 第一上海,Sea Group 財務報告,上網日期 2025 年 5 月 10 日,檢自:https://www.mystockhk.com/UploadFiles/informationpdf/15112352F7100E2B.pdf
    7. 聯合新聞網(2018),網易強力輸出!《荒野行動》登陸PC版與騰訊對決吃雞,上網日期 2025 年 4 月 12 日,檢自:https://game.udn.com/game/story/10925/2986201
    8. 自由財經(2019),騰訊遊戲《傳說對決》海外經營受挫 傳歐美營銷團隊解散,上網日期 2025 年 3 月 22 日,檢自:https://ec.ltn.com.tw/article/breakingnews/2804440
    9. 麟數據科技(2023),疫情下的遊戲市場與在那之後(上):產業前景與玩家樣貌,上網日期 2025 年 4 月 12 日,檢自:https://lndata-taiwan.medium.com/%E7%96%AB%E6%83%85%E4%B8%8B%E7%9A%84%E9%81%8A%E6%88%B2%E5%B8%82%E5%A0%B4%E8%88%87%E5%9C%A8%E9%82%A3%E4%B9%8B%E5%BE%8C-%E4%B8%8A-3ac829172c5c

    (二)英文資料

    10. App2Top. (2025). NetEase annual report: Games generated $11.5 billion, Where Winds Meet audience exceeded 15 million people. Retrieved March 22, 2025, from https://app2top.com/news/netease-annual-report-games-generated-11-5-billion-where-winds-meet-audience-exceeded-15-million-people-277862.html
    11. Carry1st. (2024). What are the best mobile games to play in 2024 in Africa according to African gamers?. Retrieved April 12, 2025, from https://www.carry1st.com/blog/what-are-the-best-mobile-games-to-play-in-2024-in-africa-according-to-african-gamers
    12. Digital News Asia. (2017). Garena Malaysia launches Arena of Valor. Retrieved May 12, 2025, from https://www.digitalnewsasia.com/personal-tech/garena-malaysia-launches-arena-valor
    13. Digital Virgo. (2022). Accompanying Garena in its expansion in Africa & Middle East, starting with Morocco. Retrieved April 25, 2025, from https://www.digitalvirgo.com/newsroom/accompanying-garena-expansion-in-africa-middle-east/Digital Virgo
    14. Fragster. (2024). League of Legends: The reason why LoL pulled out of Garena. Retrieved May 13, 2025, from https://www.fragster.com/league-of-legends-the-reason-why-lol-pulled-out-of-garena/
    15. Game World Observer. (2024). Scopely becomes top casual games publisher of 2024 with over $1.6 billion in revenue, outshining Playrix, King, and more. Retrieved April 12, 2025, from https://gameworldobserver.com/2024/11/29/scopely-top-casual-publisher-by-revenue-appmagic
    16. Game World Observer. (2024). State of Mobile Gaming 2024: Sensor Tower Report. Retrieved April 12, 2025, from https://gameworldobserver.com/2024/04/08/state-of-mobile-gaming-2024-sensor-tower-report
    17. GamesIndustry.biz. (2018). Culture clash: Why Arena of Valor is struggling in America. Retrieved March 22, 2025, from https://www.gamesindustry.biz/culture-clash-why-arena-of-valor-is-struggling-in-america
    18. GamesIndustry.biz. (2022). Diablo Immortal won't launch in two countries due to loot box legislation. Retrieved March 22, 2025, from https://www.gamesindustry.biz/diablo-immortal-wont-launch-in-two-countries-due-to-loot-box-legislation
    19. GamesIndustry.biz. (2024). GamesIndustry.biz presents: The year in numbers 2024. Retrieved April 13, 2025, from https://www.gamesindustry.biz/gamesindustrybiz-presents-the-year-in-numbers-2024
    20. GameSpot. (2011). League of Legends open beta live in SEA. Retrieved May 12, 2025, from https://www.gamespot.com/articles/league-of-legends-open-beta-live-in-sea/1100-6287012/
    21. InvestGame. (2024). State of Gaming 2024. Retrieved April 25, 2025, from https://investgame.net/wp-content/uploads/2024/03/State-of-Gaming-2024.pdf
    22. Kemps, H. (2017). Why Japanese mobile sensation Monster Strike failed in North America. VentureBeat. Retrieved April 25, 2025, from https://venturebeat.com/games/why-monster-strike-failed-in-north-america/
    23. Li, P., & Goh, B. (2019). After "Honour of Kings" failure abroad, Tencent retools overseas strategy. Reuters. Retrieved April 25, 2025, from https://www.reuters.com/article/world/after-honour-of-kings-failure-abroad-tencent-retools-overseas-strategy-idUSKCN1SY055/
    24. Liao, R. (2019). Tencent's new alternative to PUBG is already topping the revenue chart. TechCrunch. Retrieved March 22, 2025, from https://techcrunch.com/2019/05/09/game-for-peace-top-grossing/
    25. Liquipedia. Arena of Valor. Retrieved March 22, 2025, from https://liquipedia.net/honorofkings/Arena_of_Valor
    26. Liquipedia. RoV Pro League. Retrieved March 22, 2025, from https://liquipedia.net/honorofkings/RoV_Pro_League
    27. Long, N. (2025). The top grossing mobile games of 2024. Mobilegamer.biz. Retrieved April 25, 2025, from https://mobilegamer.biz/the-top-grossing-mobile-games-of-2024/
    28. Mason. (2025). The outbreak of Tencent’s games and the new developments of Alibaba’s listing (July 21, 2024). Medium. Retrieved April 25, 2025, from https://dreamstellar.medium.com/the-outbreak-of-tencents-games-and-the-new-developments-of-alibaba-s-listing-july-21-2024-8b8d0d229539
    29. Mobilegamer.biz. (2025). The top grossing mobile game publishers of 2024. Retrieved April 25, 2025, from https://mobilegamer.biz/the-top-grossing-mobile-game-publishers-of-2024/
    30. Marketing Dive. Smartphones are most popular gaming device across 12 markets. Retrieved April 25, 2025, from https://www.marketingdive.com/ex/mobilemarketer/cms/news/research/23214.html
    31. Obedkov, E. (2021). Chinese version of Fortnite with no in-app purchases shutting down in November. Game World Observer. Retrieved March 23, 2025, from https://gameworldobserver.com/2021/11/01/chinese-version-of-fortnite-with-no-in-app-purchases-shutting-down-in-november
    32. Pontes, I. (2021). Garena Free Fire sponsors Brazilian Football Confederation. Esports Insider. Retrieved March 23, 2025, from https://esportsinsider.com/2021/08/garena-free-fire-sponsors-brazilian-football-confederation
    33. Sea Group. (2018). Q4 and FY2017 Results Infographic. Retrieved May 13, 2025, from https://cdn.sea.com/webmain/static/resource/seagroup/infographic/Sea%20Q4%20and%20FY2017%20Results%20Infographic.pdf
    34. Sea Group. (2020). Fourth Quarter and Full Year 2019 Results Infographic. Retrieved May 13, 2025, from https://cdn.sea.com/webmain/static/resource/seagroup/press/2020-03-03%20Sea%20Fourth%20Quarter%20and%20Full%20Year%202019%20Results%20Infographic%20.pdf
    35. Sea Group. (2022). Fourth Quarter and Full Year 2021 Results Infographic. Retrieved May 13, 2025, from https://cdn.sea.com/webmain/static/resource/seagroup/website/investornews/4Q2021/7xN3dPdXRT0z3Oe5/2022.03.01%20Sea%20Fourth%20Quarter%20and%20Full%20Year%202021%20Results%20Infographic.pdf
    36. Sea Group. (2023). Fourth Quarter and Full Year 2022 Results Infographic. Retrieved May 13, 2025, from https://cdn.sea.com/webmain/static/resource/seagroup/website/investornews/4Q2022/ul1GKrCrOCOe0FFQKjXq/2023.03.07%20Sea%20Fourth%20Quarter%20and%20Full%20Year%202022%20Results%20Infographic.pdf
    37. Sea Group. (2024). Fourth Quarter and Full Year 2023 Results Infographic. Retrieved May 13, 2025, from https://cdn.sea.com/webmain/static/resource/seagroup/website/investornews/4Q2023/STWdlYqdqwmJntN4lrDk/2024.03.04%20Sea%20Fourth%20Quarter%20and%20Full%20Year%202023%20Results%20Infographic.pdf
    38. Sea Group. (2025). Investor Relations. Retrieved May 13, 2025, from https://www.sea.com/investor/home
    39. Sea Group. (2025). Fourth Quarter and Full Year 2024 Results Deck. Retrieved May 13, 2025, from https://cdn.sea.com/webmain/static/resource/seagroup/website/investornews/4Q2024/PiuK2bhIyLtug8iucOux/2025.03.04%20Sea%20Fourth%20Quarter%20and%20Full%20Year%202024%20Results%20Deck.pdf
    40. Sea Group. (2025). Fourth Quarter and Full Year 2024 Results Infographic. Retrieved May 13, 2025, from https://cdn.sea.com/webmain/static/resource/seagroup/website/investornews/4Q2024/PiuK2bhIyLtug8iucOux/2025.03.04%20Sea%20Fourth%20Quarter%20and%20Full%20Year%202024%20Results%20Infographic.pdf
    41. Sea Group. (2025). Our values. Retrieved May 13, 2025, from https://www.sea.com/aboutus/ourvalues
    42. Sensor Tower. (2023). Arena of Valor surpasses 100 million downloads. Retrieved April 25, 2025, from https://sensortower.com/blog/arena-of-valor-100-million-downloads
    43. Sensor Tower. (2024). 2024 Japan Mobile Gaming Market Insights. Retrieved April 25, 2025, from https://sensortower.com/blog/2024-japan-mobile-gaming-market-insights
    44. Sensor Tower. (2024). Southeast Asian Mobile Game Market Insights 2024. Retrieved April 25, 2025, from https://sensortower.com/blog/southeast-asian-mobile-game-market-insights-2024
    45. Sensor Tower. (2024). State of Mobile Games in APAC 2024 Report. Retrieved April 25, 2025, from https://sensortower.com/state-of-mobile-games-in-apac-2024-report
    46. Sensor Tower. (2025). Arena of Valor – App Overview (Taiwan). Retrieved May 13, 2025, from https://app.sensortower.com/overview/1480516829?country=TW
    47. Sensor Tower. (2025). Arena of Valor – App Overview (Vietnam). Retrieved May 13, 2025, from https://app.sensortower.com/overview/1480516829?country=VN
    48. Statista. (2024). Japan: Most popular smartphone game genres. Retrieved March 13, 2025, from https://www.statista.com/statistics/1342019/japan-most-popular-smartphone-game-genres/
    49. TechCrunch. (2023). Garena relaunches Free Fire in India a year after ban. Retrieved March 23, 2025, from https://techcrunch.com/2023/08/30/garena-relaunches-free-fire-in-india-a-year-after-ban/
    50. TechCrunch. (2024). Garena is quietly making India-themed games even as Free Fire's relaunch remains doubtful. Retrieved March 23, 2025, from https://techcrunch.com/2024/05/10/garena-india-themed-games-free-fire-launch/
    51. Times of India. (2024). Garena set to relaunch Garena Free Fire in India with this 'big change', almost two years after it was banned on 'national security' concerns. Retrieved March 23, 2025, from https://timesofindia.indiatimes.com/technology/gaming/garena-set-to-relaunch-garena-free-fire-in-india-with-this-big-change-almost-two-years-after-it-was-banned-on-national-security-grounds/articleshow/109504206.cms
    52. Udonis. (2025). 200+ Mobile Gaming Market Statistics [2025 Report]. Retrieved April 25, 2025, from https://www.blog.udonis.co/mobile-marketing/mobile-games/mobile-gaming-statistics
    53. VentureBeat. (2018). Inside Arena of Valor's first World Cup event. Retrieved May 12, 2025, from https://venturebeat.com/esports/inside-arena-of-valors-first-world-cup-event/
    54. WN Hub. (2023). Candy Crush Saga hits $20 billion in lifetime revenue, King says "the bar is very high" to launch new game. Retrieved March 23, 2025, from https://wnhub.io/news/other/item-42091

    無法下載圖示 全文公開日期 2030/08/13
    QR CODE
    :::