| 研究生: |
司徒嘉慧 Seetoo, Chia-huei |
|---|---|
| 論文名稱: |
"匯玩" 合作遊戲式企業教育訓練服務 "InfiniteGame": A Business Plan for Corporate Human Resource Training Service Based on Cooperative Games |
| 指導教授: |
吳文傑
Wu, Jack |
| 口試委員: |
彭喜樞
Peng, Shi-Shu 鄭輝培 Cheng, Terry |
| 學位類別: |
碩士
Master |
| 系所名稱: |
商學院 - 國際經營管理英語碩士學位學程(IMBA) International MBA Program College of Commerce(IMBA) |
| 論文出版年: | 2021 |
| 畢業學年度: | 109 |
| 語文別: | 英文 |
| 論文頁數: | 57 |
| 中文關鍵詞: | 人力資源訓練 、工作場所協作 、企業文化 、合作遊戲 、劇場遊戲 |
| 外文關鍵詞: | human resource training, workplace collaboration, corporate culture, cooperative games, theater games |
| DOI URL: | http://doi.org/10.6814/NCCU202100205 |
| 相關次數: | 點閱:87 下載:0 |
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InfiniteGame is a human resource training service provider aiming to re-kindle passion, collaboration, trust, and innovation in people working together through cooperative real-life and virtual games. Our service will be in three parts. The first part is conducting a pre-training collaboration status analysis questionnaire to understand the organization structure and collaboration mode, and making anonymous employee phone interviews to understand the pain points during client employees’ collaborations. The second part is a semi-customized on-site training that includes cooperative real-life and virtual games based on the results of the questionnaire and interviews. The third part is tracking the training result and helping the client cultivate a new collaborative corporate culture by a series of post-training 3-month follow-up games.
With the impact of pandemic and the rise of digital technology and individualism, The Economist has predicted that what firms will need emphasizing in 2021 is new ways to bring employees together other than drinks on Zoom. Indeed, simply increasing the quantity of collaboration is not enough, InfiniteGame wants to provide a service that helps improve the quality of collaboration with better communications, more trust and creativity.
Our semi-customized cooperative games will be different from those existing consensus camps in the market in three ways. First, our art-related cooperative games do not use physically challenging activities to emphasize competition or self-exhibition, rather we encourage individuals to discover themselves and each other, re-calibrate themselves in teams, and re-adapt to a new collaborative mindset with art-related games. Second, unlike those competitors using a one-fit-all curriculum, we semi-customize the games according to corporate’s specific conditions based on the results of our questionnaire and interviews. Third, while a traditional consensus camp is usually a one-time big long course happening in one day or two, which employees inevitably forget as time goes by, InfiniteGame provides a series of post-training 3-month follow-up games that will help cultivate new collaborative behaviors into new collaborative habits and eventually into a new collaborative corporate culture.
TABLE OF CONTENTS
1. Executive Summary 1
1.1. Vision and Mission 1
1.2. How Does InfiniteGame Work for Businesses? 1
1.3. Why the Quality of Collaboration Matters Now? 2
1.4. Why Cooperative Games? 3
1.5. Why Collaborative Artists? 5
1.6. Keys to Success 6
2. Company Summary 10
2.1. Introduction 10
2.1.1. Company Profile 10
2.1.2. Origin of the Company Name 11
2.2. Company Ownership & Roles and Responsibilities of Business Partners 12
2.3. Company Structure 12
2.4. Consultant 12
3. Products & Services 13
3.1. Products 13
3.2. Diagnose Organization Collaboration Condition with Questionnaire and Interviews 14
3.3. Common Reasons Why Collaborations Fail? 17
3.4. Why Corporate Leaders Must Join the Games? 18
3.5. Long-term Effect Tracking – Post-training Service 19
3.6. Important Supplier —Sony PlayStation 19
4. Market Analysis 21
4.1. Market Overview 21
4.2. Brief Evolution of Human Resource Management and Training 23
4.3. Market Size Estimation 25
4.4. Competitor Analysis 31
4.5. Market Needs 40
5. Strategy and Business Environment 42
5.1. Porter’s Competitive Forces Analysis 42
5.2. SWOT Analysis 46
6. Marketing Strategy 49
6.1. Networking Through Rotary Club, etc. 49
6.2. Reputation Marketing by Word-of-Mouth Using Social Media 49
6.3. Brand Awareness — Corporate Collective Force Contest 50
7. Financial Plan 51
7.1. Startup Initial Investment 51
7.2. Annual Salaries and Consulting Fee 52
7.3. Sales Forecast 53
7.4. Annual Estimated Income Statement 53
7.5. Annual Break-even Analysis 54
Reference 56
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