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1

Mikael, Svärd. "The Subscription Payment Model In The Games Industry." Thesis, KTH, Skolan för industriell teknik och management (ITM), 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-292741.

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This thesis aims to examine the current state of business models among game developers and how subscription licensing between platforms and developers currently works. With this foundation the potential future impacts are discussed. The thesis accomplishes this by interviewing developers and using literature data from interviews, articles, and market research. The findings are that the business models of the gaming industry are diverse but that they are tied to the type of game they are implemented in, certain models work better on certain types of games and certain platforms. The agreements surrounding the subscription model between developers and platforms are currently about revenue guarantees or advance payments plus revenue inside games. There is much uncertainty about how the agreements will look in the future. How the agreements are designed will impact developers greatly and change how content is designed and made.
Det här examensarbetet ämnar undersöka hur affärsmodeller används bland utvecklare i spelindustrin och hur prenumerationsliscensering mellan plattformar och utvecklare fungerar idag. Med denna grund diskuteras i examensarbetet den möjliga framtida påverkan av detta. Detta görs med hjälp av intervjuer med utvecklare samt en litteraturstudie med data från intervjuer, artiklar och rapporter. Resultaten är att affärsmodeller inom spelindustrin är spridda i spelindustrin och att de är bundna till vilken slags spel de implementeras i, vissa modeller fungerar bättre i vissa spel och plattformar. Prenumerationsmodellen mellan plattformar och utvecklare kretsar idag kring vinstgarantier och förbetalning plus vinst inuti spel. Det finns en stor osäkerhetkring hur förhållandet kommer se ut i framtiden och hur det ser ut kommer påverka utvecklare och speldesign till hög grad.
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2

Gillani, Syed Muhammad Farhan. "Evaluation of Games Monetization Approaches : A case study on PlayersUknown’s Battlegrounds (PUBG)." Thesis, Högskolan Dalarna, Institutionen för information och teknik, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:du-37490.

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Video games have become a great source of entertainment and emerged as a massive industry in the past few decades. Technological advancements and evolution of smartphones have made it easier for developers to develop and launch their games on different platforms mostly in digital form. Where the technology has facilitated game developers, it has also made this industry very competitive. Companies/developers need to consistently review their monetization strategies and make necessary changes to them in order to stay profitable. This study evaluates the monetization approaches of a case game by conducting a public survey. By analyzing the responses received from users from different regions of the world, this study found out how users from different regions have different attitudes towards gaming and how these can affect monetization approaches. Users from different regions spend time on gaming differently and their total number of gaming hours also vary. The findings from the thesis show that the specific hours might be a potential for gaming companies monetization investigation. In-game advertisements is one of the most popular monetization approaches and majority of the users from all age groups, regions, genders, and professions have no issues watching ads to receive some in-game benefits. Similarly, in-app purchase model of the case game proved to be very popular among its users. Subscriptions model, on the other hand, may prove to be another popular model for generating revenue, however, the company needs to address some issues to make users continue with their subscriptions. This study points out some reasons why users stop spending money on the case game. The study identifies some mitigation points as potential aspects that might have impact on monetization.
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Fjellström, William, and Vladislav Snitko. "Disruptive business model transitioning in B2B : A subscription-based approach for Industry 4.0." Thesis, Luleå tekniska universitet, Institutionen för ekonomi, teknik, konst och samhälle, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:ltu:diva-86199.

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Industry 4.0 has introduced technologies such as machine learning, Internet of Things (IoT), and cloud computing, which has disrupted markets across different industries. These technologies are prime examples of what has come to be known as disruptive innovations. With the advancement of disruptive innovations, organizations are constantly looking for new ways to satisfy customer needs. Therefore, organizations have begun to investigate alternative business models that differ from the conventional way of selling products/services. Within B2C-markets, the rise of subscription-based services has not gone unnoticed and has turned into a prominent business model among Fortune-500 organizations. Within B2B-practices however, subscription-based business models are mostly unheard of. Therefore, the purpose of this study was to examine how IndustryInternet of Things (IIoT) solution providers successfully can transition to a subscription-based business model when launching IoT-based disruptive innovations in industry 4.0 B2B-markets. This purpose was investigated in a quantitative study by constructing a questionnaire based on an adjusted six-factor Unified Theory of Acceptance and Use of Technology 2 (UTAUT2) model. The model was used to stipulate factors influencing buying intention for IoT-technologies. The study was further complemented by qualitative interviews, which aimed to shed more light on buyer's perception of subscription-based business models for IoT-technologies. The respondents consisted of purchasing function employees within the chemical-, food and beverage-, and life sciences industries in Scandinavia and the US. The quantitative results showed that performance expectancy had the most significant impact on buying intention. The qualitative results stipulated themes based on each UTAUT2 factor while also enlightening how interviewees emphasize the importance of not hiding costs and raised concerns regarding the transfer of data ownership when purchasing IoT-technologies. To conclude, the authors stipulated a conceptual framework for the implementation of subscription-based business models when introducing of IoT-technologies within B2B-markets.
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Holm, Thelma, and Ebba Westin. "The effects of a subscription-based business model : A qualitative study of women who consume menstrual hygiene products and how subscription-based business models influence customer experience." Thesis, Linnéuniversitetet, Institutionen för marknadsföring (MF), 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:lnu:diva-104533.

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In recent years, menstruation and menstruation hygiene products has had an increased interest, which has resulted in the topic being debated in many parts of the world. Change has been encouraged and some countries have acted to facilitate women's consumption of menstrual hygiene products. Sweden is not one of those countries, which means that menstrual hygiene products are neither free nor have reduced prices in the stores. Therefore, new business models such as online subscriptions need to be explored to increase the availability of menstrual hygiene products in the Swedish society. It can facilitate the buying process for women who consume the products, as the alternatives increase. The purpose of this thesis is to gain knowledge on how subscription-based business models influence the customer experience for women who consume menstrual hygiene products. New research is required to provide a perception of how subscriptions affect customers’ expectations and experience, which can result in a greater understanding of women's customer experience in this area. An interview guide was designed based on previous research and theories to be implemented in the focus groups which constituted the empirical findings. The findings were conducted by using a qualitative exploratory study of four focus groups with four participants in each. The thesis has used the conceptual framework when analyzing the empirical datawith the previous research to be able to identify patterns, similarities and differences. The conclusion of this thesis is that subscriptions to menstrual hygiene products can generate benefits that differ from one-time purchases. Menstruation and menstrual hygiene products is a sensitive topic that requires greater availability on the swedish market and subscriptions are one option. Identified touchpoints are flexibility, convenience, simplicity and time savings, which has a positive effect on the customer experience. Although, customer experience is defined differently and has individual meanings depending on the person. Therefore, it is challenging to measure the customer experience as the influencing factors vary between different people. Though, preferences for what affects the customer experience differ tosome extent between the age groups. Some barriers have been identified and the most prominent is irregular menstruationwhich can make subscriptions more complicated.
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5

Viertelhausen, Arne [Verfasser]. "Business Model Gaming : Entwicklung innovativer Geschäftsmodelle für die Elektromobilität / Arne Viertelhausen." Aachen : Shaker, 2017. http://d-nb.info/1138178586/34.

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6

Alexander, Roger Kirk. "A Tractable Cross-Nested Logit Model For Evaluating Two-Way Interconnection Competition With Multiple Network Subscription." Diss., Economics, George Washington University, 2004. http://hdl.handle.net/1961/119.

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Degree awarded (2004): PhDEc, Economics, George Washington University
This research introduces a new theoretical framework for the analysis of access pricing (the prices that networks charge each other for the completion of calls) and the modeling of network interconnection competition. Prior work on two-way access by Armstrong (1998), Laffont, Rey and Tirole (1998), and Carter and Wright (1999), et al has been built on a two-network Hotelling (1929) differentiated competition model applied to network interconnection. The current research develops an alternative approach that is based on a cross-nested logit (CNL) discrete/continuous consumer choice model with a constant elasticity of substitution (CES) calling utility specification. A principal contribution of the new modeling framework is that in addition to being able to analyze interconnection competition among multiple networks, it is designed to incorporate the element of multiple network subscription where consumers may simultaneously subscribed to more than one type of access network. By introducing multiple-network subscription and usage substitution for users subscribed to multiple networks, the analysis allows more general assessments to be made of the impact of access pricing schemes on the degree of competition between interconnected networks. The model is also not restricted to assumptions of homogeneity in calling on the differentiated networks but can incorporate call differentiation according to network type. The model is applied to evaluate the effects of dual network subscription and asymmetric network competition and to assess multi-network competition in an environment served by two mobile networks and a fixed, wireline network. While confirming the results of prior single network subscription analysis, a central finding of the research based on the developed model is that while network competition is intensified when dual network subscription occurs, negotiated access charges between connected networks continue to serve as an instrument of collusion even in cases of non-linear (two-part) consumer tariffs.
Advisory Committee: John Kwoka, Christopher Snyder (Chair), Sumit Joshi
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7

Stříbrský, Vojtěch. "Reporting tržeb společností podnikajících v e-commerce." Master's thesis, Vysoká škola ekonomická v Praze, 2012. http://www.nusl.cz/ntk/nusl-165885.

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The aim of this diploma thesis is to create reporting as a set of methods for analyzing and interpreting the results of processes and events that are directly involved in the creation of sales and value of a firm in the subscription model of internet business. The thesis is focused on the reporting of historical results and performance. The methodology focuses on the identification of the characteristics and conditions describing the nature of the subscription business model and related consumer behavior. On this basis is compiled set of appropriate analysis for reporting of key facts. Achieved results are subjected to the analysis that examine the revenues from the perspective of the factors influencing the effectiveness of their creation and maintenance in the future. Practical part carries out analysis over the modeled data through SQL database queries that build the final reporting. Conclusions of the diploma thesis describe findings in achievement, effectiveness and risks that arise from the underlying data of model company. The conclusion states information usefulness and possible application of the reporting solution in real company.
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8

Phillips, WooMi Jo. "Senior casino motivation and gaming intention : an extended theory of planned behavior model." Diss., Manhattan, Kan. : Kansas State University, 2009. http://hdl.handle.net/2097/1124.

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9

Cashin, David F. "Validation and analysis of the Enhanced Naval Warfare Gaming System release 2 cruise missile model." Thesis, Monterey, California. Naval Postgraduate School, 1989. http://hdl.handle.net/10945/27328.

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10

King, Suzanne. "A MODEL OF TREATING HYPERFUNCTIONAL VOICE DISORDERS FOR SCHOOL AGE CHILDREN WITHIN A SERIOUS GAMING ENVIRONMENT." Master's thesis, University of Central Florida, 2009. http://digital.library.ucf.edu/cdm/ref/collection/ETD/id/2373.

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The purpose of the present study is to test the feasibility of implementing a video-game based intervention protocol as a means to improve therapy compliance in school age children with hyperfunctional voice disorders. Three levels of modification were made to an existing entertainment software program in order to implement the therapeutic protocol and test compatibility. The third level of modification included a two-phase quasi-experimental single subject design with a school age participant receiving the video game therapy protocol and traditional therapy for equal time. The independent variables for this study included the mode of voice therapy delivery (traditional vs. video game). The dependent variables included therapy compliance, perceptual evaluations and acoustic measures. This study found that a purely entertainment video game can be implemented as a therapeutic protocol for a school age child diagnosed with a vocal pathology. Results illustrated no change in compliance with non-traditional therapy versus traditional therapy. However, perceptual measures improved post treatment for breathiness, strain and overall severity, as well as significant differences for mean amplitude. Discussion will focus on implications of employing video game based therapy and design of future studies.
M.A.
Department of Communication Sciences and Disorders
Health and Public Affairs
Comm Sciences & Disorders MA
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11

Asplund, Anna, and Martin Fröström. "Prestationsmätning i prenumerationsföretag: : Hur prenumerationsföretag använder prestationsmätning ochpå vilket sätt det bidrar till att förlänga kundernas varaktighet." Thesis, Linnéuniversitetet, Institutionen för ekonomistyrning och logistik (ELO), 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:lnu:diva-96388.

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Prenumerationsmodellen är inget nytt fenomen, men har på senare tid spridit sig till nya branscher. Modellen har populariserats till följd av bland annat digitaliseringen, den ökade konkurrensen och nya framväxande kundvärden. Prenumerationsmodellen har fått positiv kritik för sina återkommande och förutsägbara intäkter, men för att det ska bli verklighet krävs det att kunderna stannar kvar. Flertalet prenumerationsföretag har låga utträdesbarriärer, vilket resulterar i att de kontinuerligt behöver skapa ett högt uppfattat värde för att kunderna ska stanna kvar. För att prestera väl och uppnå mål såsom att skapa ett högt uppfattat värde kan företag använda sig av prestationsmätning.Studiens syfte är att bidra med ny kunskap som förklarar hur företag med en prenumerationsmodell använder prestationsmätning i syfte att förlänga kundernas varaktighet.Studien har genomförts genom kvalitativa intervjustudier på fyra prenumerationsföretag inom olika branscher. Genom att studera likheter hos studieobjekten har slutsatser kunnat dras som kan förklara prenumerationsföretag generellt.Studien kom fram till att prenumerationsföretag, i syfte att förlänga kundernas varaktighet, använder prestationsmätning för de attribut som identifierats som särskilt värdeskapande för värdeerbjudandet. På så sätt kan prestationsmätningen användas mer optimalt för att skapa kundvärde och därmed förlänga kundernas varaktighet. Därtill fann studien att mål och mått i stor utsträckning är specifika för enskilda prenumerationsföretag. Studien fann även att värdeerbjudandet tycks påverka hur prenumerationsföretag använder sin prestationsmätning. Genom att prenumerationsföretag använder information från prestationsmätningen i syfte att agera på avvikelser, ökar deras möjlighet att förlänga kundernas varaktighet. Däremot tycks marknadsandel vara ett olämpligt mått för att besvara huruvida prenumerationsföretag skapar kundvärde och bör således inte användas i syfte att förlänga kundernas varaktighet. Slutligen fann studien att prenumerationsföretag använder en kombination av diagnostisk och interaktiv uppföljning och att det ständigt föränderliga kundvärdet innebär att uppföljningen till stor del är interaktiv.
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Jakobsson, Elin, and Fredrik Döring. "Internationalisation of Swedish computer gaming companies : The role of knowledge in a digital era." Thesis, Uppsala universitet, Företagsekonomiska institutionen, 2016. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-297639.

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Title: Internationalisation of Swedish computer gaming companies - The role of knowledge in a digital era Authors: Elin Jakobsson & Fredrik Döring Supervisor: Cecilia Pahlberg Research question: How do Swedish computer gaming companies internationalise in regards to pursuit and absorption of knowledge? Purpose: The aim is to investigate how computer gaming companies find, internalise and use knowledge leading to internationalisation. This in turn will further be explained by embracing the role of digitisation for the above mentioned processes. This will enrich the field of study about international business where little research has been conducted by putting focus on the expansive industry and its digital product. At the same time the practical viewpoint is to highlight how these companies work around knowledge to become international. Method: An exploratory, qualitative research approach was undertaken. Semi-structured interviews were conducted to gain an in-depth understanding of how Swedish computer gaming companies internationalise with special focus on absorptive capacity. A conceptual framework forms the basis for analysis consisting of internationalisation theory, absorptive capacity and digitisation. Conclusions: The findings show that Swedish computer gaming companies internationalise in a reversed order. They do not act according to the Uppsala model, rather they chose what market to focus on after a game is released due to the digitised environment in this industry. This highly competitive and knowledge intensive industry requires game developers to find specific niches in which they can gain a competitive advantage.
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Tulenko, Edward. "The design and development of a Gaming interface for the System Dynamics Model of Software Project Management." Thesis, Monterey, California. Naval Postgraduate School, 1989. http://hdl.handle.net/10945/25820.

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Correia, Ana Claúdia Moreira. "Strategy definition of a new business opportunity in mobile-casual gaming: partnership between nmusic and rovio entertainment Ltd." Master's thesis, NSBE - UNL, 2014. http://hdl.handle.net/10362/11861.

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A Work Project, presented as part of the requirements for the Award of a Masters Degree in Management from the NOVA – School of Business and Economics
The music and mobile gaming industries are fast growing industries, where innovation plays a key role. These industries are driven by technology innovation and grew with the increase of the consumption of mobile devices. Taking advantage from this fact, Nmusic1 with a partnership with Rovio Entertainment2 decided to offer the global market a groundbreaking mobile casual game that revolves around music. Thus, this product will revolutionize both industries and will develop a link between them. The aim is to launch this product as soon as possible to take advantage of the first mover advantage, a key advantage in the mobile game industry. Hence, the main purpose of this Work Project was to discuss and propose the Strategy and Business Model, containing the main strategies that should be followed. Moreover, the analysis of the Porter Five Forces, the Marketing Mix and the Implementation Plan were defined. Finally, a risk analysis was performed and a contingency plan was designed to mitigate the risk and assure the success of the product in the market.
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Kremer, Ana Paula Schneider. "Modelos de receitas digitais : um estudo aplicado na indústria de mídia." reponame:Biblioteca Digital de Teses e Dissertações da UFRGS, 2017. http://hdl.handle.net/10183/163778.

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A receita publicitária, historicamente a principal fonte de monetização na indústria de mídia, está se reduzindo em âmbito global. Por outro lado, a receita de circulação, cuja origem é diretamente o consumidor final, cresce anualmente nessa indústria. Paralelamente, observa-se uma mudança no comportamento do consumidor, que demonstra maior preferência por soluções digitais. Esse contexto exige que empresas de mídia repensem seus modelos de negócios e sua estratégia de monetização. Esse estudo propõe um modelo de receita digital adequado ao contexto de uma indústria de mídia do Sul do Brasil. Para alcançar esse objetivo, o método utilizado foi baseado em quatro etapas: (i) revisão da literatura acadêmica e fontes não acadêmicas; (ii) classificação dos modelos encontrados com base em critérios previamente definidos; (iii) desenvolvimento de uma estrutura e (iv) aplicação da estrutura criada, a partir de entrevistas com especialistas, bem como a recomendação de implementação de um modelo. Considerando o caso de uma rádio que concentra sua atuação em esporte e notícias, obteve-se como resultado a recomendação de implementação de um modelo combinado de Assinaturas e Publicidade Online.
Historically, advertising revenue have been the main source of monetization in the publisher industry, but it´s globally decreasing. On the other hand, circulation revenue, whose origin is directly from final consumer, grows annually in this industry. At the same time, consumer behavior is changing, showing preference for digital solutions. This context requires publishers to rethink their business models and monetizing strategy. This study proposes a digital business revenue appropriate to the context of a publisher in South Brazil. To achieve this goal, a four steps method was empployed: (i) review of the academic literature and non-academic sources; (ii) classification of the models found based on previously defined criteria; (iii) development of a structure and (iv) application of the structure created, based on interviews with experts, as well as the model implement recommendation. Considering the context of a radio that concentrates its activity in sport and news, the result was the recommendation of implementation of a combined model of Subscription and Online Advertising.
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Hopkins, Ashley R. "Privacy Within Photo-Sharing and Gaming Applications: Motivation and Opportunity and the Decision to Download." Ohio University / OhioLINK, 2019. http://rave.ohiolink.edu/etdc/view?acc_num=ohiou1556821782704244.

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Girot, Lola, and Claudia Kopf. "Creating a closed-loop supply chain model and evaluating it through a business case for sustainability." Thesis, Linnéuniversitetet, Institutionen för ekonomistyrning och logistik (ELO), 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:lnu:diva-74899.

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Purpose The purpose of this thesis is to set up a closed-loop supply chain model for B2C online subscription box retailers and to develop a business case evaluating the model’s sustainability. Method This explorative thesis has an abductive research approach. Multiple-case studies are conducted and data from four cases and an expert are collected by conducting interviews. The research contains both qualitative and quantitative data. Findings A closed-loop SC model is created with regards to transport packaging. The model suggests that once the package is received by the consumer it can be returned in an empty state. After being cleaned it should be reused by the 3PL. The model’s sustainability is evaluated by developing a business case. Sustainable performance measures with regards to economic, social and environmental practice are assembled. The model enhances general social performance and environmental performance. Economic performance is mostly positively influenced. Options for cost savings in order to improve the economic performance of the model are suggested by the researchers. Practical implications The work provides businesses within the online B2C subscription box retail with a model for a possible closed-loop supply chain with regards to transport packaging. The business case for sustainability can be applied as a guideline to evaluate the model or similar ones. Researchers give suggestions on adapting packaging to enhance economic performance. Societal implications This thesis points out possible environmental and social benefits that may be achieved by a closedloop supply chain model. Besides waste and emission reduction, social performance such as employee motivation is positively influenced. Theoretical implications The thesis provides a model developed from theory and empirical data. The model does not only have practical implementations but also complements theory where a gap has earlier been identified. Through the business case for sustainability researchers contribute to theory since literature is scarce.
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Chollet, Antoine. "Apprentissage et mobilisation de compétences managériales des joueurs de jeux de rôle en ligne massivement multijoueurs (MMORPG)." Thesis, Montpellier, 2015. http://www.theses.fr/2015MONTD049/document.

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Les média relatent des cas de joueurs de MMORPG recrutés sur des postes à responsabilités au regard de leurs compétences managériales acquises en jouant. Les joueurs de MMORPG développent-ils réellement des compétences managériales en jouant, et si oui, dans quelles conditions ? Pour explorer ces questions de recherche, nous fondons nos travaux sur la Théorie de l'Apprentissage Social ainsi que sur la Théorie Sociale Cognitive, toutes deux issues des recherches d'Albert Bandura. La revue de la littérature ainsi qu'une étude qualitative exploratoire (13 joueurs et anciens joueurs de MMORPG) nous amènent à proposer un modèle structurel de l'apprentissage des compétences managériales des joueurs de MMORPG. Ce modèle est testé grâce à une étude quantitative menée auprès de 4.397 individus. Deux analyses ont été réalisées. Pour la première, à visée exploratoire, permettant d'épurer les instruments de mesure, 414 questionnaires ont été validés (sur 707 reçus). Pour la seconde, à visée confirmatoire, permettant de vérifier les hypothèses, 2.628 questionnaires ont été validés (sur 3.690 reçus). Après avoir dessiné le profil des joueurs de MMORPG, nous montrons qu'il existe des phénomènes d'apprentissage de compétences managériales perçues par les joueurs, développées puis mobilisées dans les MMORPG, selon certaines conditions liées à l'environnement du jeu ainsi qu'à l'état intérieur du joueur. Le modèle proposé est ainsi validé. Les conclusions de cette recherche offrent des perspectives pour les joueurs ainsi que les organisations dans divers domaines, tels que le recrutement ou la formation, en tirant profit du potentiel des MMORPG. Des études longitudinales mériteraient d'être menées pour explorer l'évolution de l'apprentissage des joueurs de MMORPG et confirmer nos résultats
Media relate instances where MMORPG players are being recruited to responsibility positions, thanks to their managerial skills, acquired through playing. Do MMORPG players really develop such skills though playing, and if so, under what conditions? To explore these research questions, we're basing our works on the Social Learning Theory as well as the Social Cognitive Theory, both resulting from of Albert Bandura's researches. Literature reviewing as well as an exploratory qualitative study (13 players and older MMORPG players) led us to propose a managerial skill learning structural model of the MMORPG player. Two analyses were realized.The first one, in an exploratory aim, allowing to refine measuring tools, saw 414 questionnaires being validated (on 707 collected). The second one, with a confirmatory aim, allowing to verify hypothesis, saw 2 628 questionnaires being validated (on 3 690 collected). Once we've drawn the MMORPG player's profile, we're showing that there are managerial skill learning phenomena perceived by the players that are developed then mastered in MMORPG, under specific conditions linked to the game's environment, as well as the internal state of the player. The proposed model is thus validated.Conclusions of this research offer possibilities for players as well as organizations in various domains, such as recruitment or training, by benefiting MMORPG's potential. Longitudinal studies would deserve to be done in order to explore the MMORPG's player learning evolution, and confirm our results
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Nilsson, Karin. "The Future of Print Subscribers : A Stable Resource or just Wishful Thinking?" Thesis, Linnéuniversitetet, Institutionen för informatik (IK), 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:lnu:diva-97979.

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The same digital forces that are changing the Communications, Information, Media and Entertainment industries in general are radically changing newspaper companies in particular by changing their value chain. Newspapers are seeing their dominance erode when Internet and digitization are fundamentally changing and disrupting their traditional business models.  There is a clear collectively decline in news consumption, and with that the news organizations’ roles in society are changing. Moreover, the reduced consumption of news puts pressure on the newspaper’s economy with shrinking revenues and increasing costs. The transformation of the newspaper into a purely digital business has been in progress under the past decade and it is rapidly accelerating.   The subscribers of the printed morning newspaper have historically been characterized by a high degree of loyalty and engagement as well as a low price sensitivity. They constitute an attractive group for the newspaper to keep as digital subscribers in a possible future situation where the printed newspaper no longer can be provided.  Thus, the purpose of this study is to find out to what extent the studied newspaper company can rely on the existing print subscribers to stay as digital subscribers and count them as a stable resource, that is as a part of the future digital subscription revenues.
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Schönbeck, Ellen, Julia Götborg, and Hankers Alexandra Lindhoff. "The Influence of Relationships on Podcasts’ Opportunities to Maximize Revenue : A qualitative study exploring podcasts’ opportunities to maximize revenue depending on the relationship to and characteristics of their audiences within Generation Y." Thesis, Internationella Handelshögskolan, Högskolan i Jönköping, IHH, Företagsekonomi, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:hj:diva-44010.

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Background Companies realization of the possibility to target specific audiences in an intimate setting through podcasts, has created a significant expansion of the podcast industry during the last decade. This development has created possibilities for independent podcast hosts to earn revenue. Today, investments towards marketing in the medium is projected to continue to grow substantially.   Problem Since podcasts are consumer controlled and categorized as a pull-medium, listeners’ attitudes and preferences are critical for podcast hosts to consider when monetizing their content. The largest audience of podcasts is found within Generation Y, which increases the importance of accounting for these attitudes and preferences, since they are assumed to be a particularly challenging consumer segment to target.   Purpose The purpose of this thesis is to explore the relationships that Generation Y have to hosts in different type of podcast categories. Following, the research aims to investigate how these relationships influence the podcasts’ possible opportunities to maximize their revenue.   Method This qualitative research was conducted through semi-structured interviews with individuals from Generation Y. The empirical data was analyzed according to the conceptual framework developed through existing literature within the field of study.      Result The findings of this research enabled the authors to provide recommendations regarding preferable forms of monetization for the four identified podcast categories. The sponsorship approach was identified as the preferable primary form of monetization for Category 1, 3 and 4. Whereas the Subscription Model was recommended for Category 2. The authors further suggested the most beneficial supplementary forms of monetization for each podcast category as well as general recommendations for all.
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Tillberg, Fredrik. "The taxonomy of Crowdfunding - An actualized overview of the development of internet crowdfunding models." Thesis, Malmö universitet, Fakulteten för teknik och samhälle (TS), 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-20931.

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Crowdfunding challenges century long boundaries between the public, the industry andinnovation. In that respect the phenomenon holds the potential to decentralize and democratizethe way ventures are financed and realized. Crowdfunding has seen a lot of exitingdevelopments during the last few years, partly because of new crowdfunding platformsemerging on the internet, and partly because of new ground-breaking technology being used forfunding purposes. Meanwhile research has not quite catched up with the recent developments ofdifferent models for crowdfunding. This study’s aim is therefor to give an comprehensiveoverview of the different models of crowdfunding that are being utilized by crowdfundingplatforms on the internet today. A deductive content analysis has been made of 67 currentcrowdfunding platforms. The platforms have been analysed in order to determine what model ofcrowdfunding they utilize. The result has, apart from partly confirming prior studies, alsoproduced new exiting findings on what mechanisms constitute some of the crowdfundingmodels we see today. A new taxonomy of crowdfunding models is discussed and proposed. Theconclusion is that the need for a updated taxonomy, like the one this study provides, was wellneeded in order to understand the field. One important finding is that blockchain technology hasproduced a new form of crowdfunding through cryptocurrency: Initial coin offering. Thatparticular area will likely develop and continue to decentralize and democratise the economicalhuman interaction when it comes to financing.
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Hejcman, Marek. "Analýza business modelů v oblasti herního průmyslu." Master's thesis, Vysoká škola ekonomická v Praze, 2012. http://www.nusl.cz/ntk/nusl-149993.

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The topic of this thesis is to analyze the business models currently used in the gaming industry. The aim is to provide a comprehensive overview of the current economic situation of the industry, distribution channels, used technologies and business practices from the perspective of all market participants. The theoretical part is due to less frequent topic devoted to the description of all entities of gaming industry. It analyzes not only all the actors involved in the development of video games and their subsequent sale but also the technical tools used to play games and also the players themselves. Video games are divided into two main streams (hardcore and casual) which also determine the structure and analysis. The analytical part focuses on capturing the most widely used business models and their combination for the sale of the video games. Models are then categorized into two groups (goods and services) and represent two different approaches to pricing scenarios. For each business model describes the basic principle, its pros and cons, the factors influencing the successful implementation and an example of the use of the model in practice. The analysis also includes the socio-economic profiles of two major market segments. In conclusion, based on the current developments and current trends in the field across the gambling industry the work tries to predict the future development of business models and for video games respectively. the whole industry.
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23

Sanchis, Cano Ángel. "Economic analysis of wireless sensor-based services in the framework of the Internet of Things. A game-theoretical approach." Doctoral thesis, Universitat Politècnica de València, 2018. http://hdl.handle.net/10251/102642.

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El mundo de las telecomunicaciones está cambiando de un escenario donde únicamente las personas estaban conectadas a un modelo donde prácticamente todos los dispositivos y sensores se encuentran conectados, también conocido como Internet de las cosas (IoT), donde miles de millones de dispositivos se conectarán a Internet a través de conexiones móviles y redes fijas. En este contexto, hay muchos retos que superar, desde el desarrollo de nuevos estándares de comunicación al estudio de la viabilidad económica de los posibles escenarios futuros. En esta tesis nos hemos centrado en el estudio de la viabilidad económica de diferentes escenarios mediante el uso de conceptos de microeconomía, teoría de juegos, optimización no lineal, economía de redes y redes inalámbricas. La tesis analiza la transición desde redes centradas en el servicio de tráfico HTC a redes centradas en tráfico MTC desde un punto de vista económico. El primer escenario ha sido diseñado para centrarse en las primeras etapas de la transición, en la que ambos tipos de tráfico son servidos bajo la misma infraestructura de red. En el segundo escenario analizamos la siguiente etapa, en la que el servicio a los usuarios MTC se realiza mediante una infraestructura dedicada. Finalmente, el tercer escenario analiza la provisión de servicios basados en MTC a usuarios finales, mediante la infraestructura analizada en el escenario anterior. Gracias al análisis de todos los escenarios, hemos observado que la transición de redes centradas en usuarios HTC a redes MTC es posible y que la provisión de servicios en tales escenarios es viable. Además, hemos observado que el comportamiento de los usuarios es esencial para determinar la viabilidad de los diferentes modelos de negocio, y por tanto, es necesario estudiar el comportamiento y las preferencias de los usuarios en profundidad en estudios futuros. Específicamente, los factores más relevantes son la sensibilidad de los usuarios al retardo en los datos recopilados por los sensores y la cantidad de los mismos. También hemos observado que la diferenciación del tráfico en categorías mejora el uso de las redes y permite crear nuevos servicios empleando datos que, de otro modo, no se aprovecharían, lo cual nos permite mejorar la monetización de la infraestructura. También hemos demostrado que la provisión de capacidad es un mecanismo válido, alternativo a la fijación de precios, para la optimización de los beneficios de los proveedores de servicio. Finalmente, se ha demostrado que es posible crear roles específicos para ofrecer servicios IoT en el mercado de las telecomunicaciones, específicamente, los IoT-SPs, que proporcionan servicios basados en sensores inalámbricos utilizando infraestructuras de acceso de terceros y sus propias redes de sensores. En resumen, en esta tesis hemos intentado demostrar la viabilidad económica de modelos de negocio basados en redes futuras IoT, así como la aparición de nuevas oportunidades y roles de negocio, lo cual nos permite justificar económicamente el desarrollo y la implementación de las tecnologías necesarias para ofrecer servicios de acceso inalámbrico masivo a dispositivos MTC.
The communications world is moving from a standalone devices scenario to a all-connected scenario known as Internet of Things (IoT), where billions of devices will be connected to the Internet through mobile and fixed networks. In this context, there are several challenges to face, from the development of new standards to the study of the economical viability of the different future scenarios. In this dissertation we have focused on the study of the economic viability of different scenarios using concepts of microeconomics, game theory, non-linear optimization, network economics and wireless networks. The dissertation analyzes the transition from a Human Type Communications (HTC) to a Machine Type Communications (MTC) centered network from an economic point of view. The first scenario is designed to focus on the first stages of the transition, where HTC and MTC traffic are served on a common network infrastructure. The second scenario analyzes the provision of connectivity service to MTC users using a dedicated network infrastructure, while the third stage is centered in the analysis of the provision of services based on the MTC data over the infrastructure studied in the previous scenario. Thanks to the analysis of all the scenarios we have observed that the transition from HTC users-centered networks to MTC networks is possible and that the provision of services in such scenarios is viable. In addition, we have observed that the behavior of the users is essential in order to determine the viability of a business model, and therefore, it is needed to study their behavior and preferences in depth in future studios. Specifically, the most relevant factors are the sensitivity of the users to the delay and to the amount of data gathered by the sensors. We also have observed that the differentiation of the traffic in categories improves the usage of the networks and allows to create new services thanks to the data that otherwise would not be used, improving the monetization of the infrastructure and the data. In addition, we have shown that the capacity provision is a valid mechanism for providers' profit optimization, as an alternative to the pricing mechanisms. Finally, it has been demonstrated that it is possible to create dedicated roles to offer IoT services in the telecommunications market, specifically, the IoT-SPs, which provide wireless-sensor-based services to the final users using a third party infrastructure. Summarizing, this dissertation tries to demonstrate the economic viability of the future IoT networks business models as well as the emergence of new business opportunities and roles in order to justify economically the development and implementation of the new technologies required to offer massive wireless access to machine devices.
El món de les telecomunicacions està canviant d'un escenari on únicament les persones estaven connectades a un model on pràcticament tots els dispositius i sensors es troben connectats, també conegut com a Internet de les Coses (IoT) , on milers de milions de dispositius es connectaran a Internet a través de connexions mòbils i xarxes fixes. En aquest context, hi ha molts reptes que superar, des del desenrotllament de nous estàndards de comunicació a l'estudi de la viabilitat econòmica dels possibles escenaris futurs. En aquesta tesi ens hem centrat en l'estudi de la viabilitat econòmica de diferents escenaris per mitjà de l'ús de conceptes de microeconomia, teoria de jocs, optimització no lineal, economia de xarxes i xarxes inalàmbriques. La tesi analitza la transició des de xarxes centrades en el servici de tràfic HTC a xarxes centrades en tràfic MTC des d'un punt de vista econòmic. El primer escenari ha sigut dissenyat per a centrar-se en les primeres etapes de la transició, en la que ambdós tipus de tràfic són servits davall la mateixa infraestructura de xarxa. En el segon escenari analitzem la següent etapa, en la que el servici als usuaris MTC es realitza per mitjà d'una infraestructura dedicada. Finalment, el tercer escenari analitza la provisió de servicis basats en MTC a usuaris finals, per mitjà de la infraestructura analitzada en l'escenari anterior. Als paràgrafs següents es descriu amb més detall cada escenari. Gràcies a l'anàlisi de tots els escenaris, hem observat que la transició de xarxes centrades en usuaris HTC a xarxes MTC és possible i que la provisió de servicis en tals escenaris és viable. A més a més, hem observat que el comportament dels usuaris és essencial per a determinar la viabilitat dels diferents models de negoci, i per tant, és necessari estudiar el comportament i les preferències dels usuaris en profunditat en estudis futurs. Específicament, els factors més rellevants són la sensibilitat dels usuaris al retard en les dades recopilats pels sensors i la quantitat dels mateixos. També hem observat que la diferenciació del tràfic en categories millora l'ús de les xarxes i permet crear nous servicis emprant dades que, d'una altra manera, no s'aprofitarien, la qual cosa ens permet millorar la monetització de la infraestructura. També hem demostrat que la provisió de capacitat és un mecanisme vàlid, alternatiu a la fixació de preus, per a l'optimització dels beneficis dels proveïdors de servici. Finalment, s'ha demostrat que és possible crear rols específics per a oferir servicis IoT en el mercat de les telecomunicacions, específicament, els IoT-SPs, que proporcionen servicis basats en sensors inalàmbrics utilitzant infraestructures d'accés de tercers i les seues pròpies xarxes de sensors. En resum, en aquesta tesi hem intentat demostrar la viabilitat econòmica de models de negoci basats en xarxes futures IoT, així com l'aparició de noves oportunitats i rols de negoci, la qual cosa ens permet justificar econòmicament el desenrotllament i la implementació de les tecnologies necessàries per a oferir servicis d'accés inalàmbric massiu a dispositius MTC.
Sanchis Cano, Á. (2018). Economic analysis of wireless sensor-based services in the framework of the Internet of Things. A game-theoretical approach [Tesis doctoral no publicada]. Universitat Politècnica de València. https://doi.org/10.4995/Thesis/10251/102642
TESIS
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24

Fridell, Gustav, and Chafjiri Saam Cedighi. "IT’S IN THE DATA : A multimethod study on how SaaS-businesses can utilize cohort analysis to improve marketing decision-making." Thesis, Linköpings universitet, Institutionen för ekonomisk och industriell utveckling, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-167620.

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Incorporating data and analytics within marketing decision-making is today crucial for a company’s success. This holds true especially for SaaS-businesses due to having a subscription-based pricing model dependent on good service retention for long- term viability and profitability. Efficiently incorporating data and analytics does have its prerequisites but can for SaaS-businesses be achieved using the analytical framework of cohort analysis, which utilizes subscription data to obtain actionable insights on customer behavior and retention patterns. Consequently, to expand upon the understanding of how SaaS-businesses can utilize data-driven methodologies to improve their operations, this study has examined how SaaS-businesses can utilize cohort analysis to improve marketing decision-making and what the prerequisites are for efficiently doing so. Thus, by utilizing a multimethodology approach consisting of action research and a single caste study on the fast-growing SaaS-company GetAccept, the study has concluded that the incorporation and utilization of cohort analysis can improve marketing decision-making for SaaS-businesses. This conclusion is drawn by having identified that: The incorporation of cohort analysis can streamline the marketing decision-making process; and The incorporation of cohort analysis can enable decision-makers to obtain a better foundation of information to base marketing decisions upon, thus leading to an improved expected outcome of the decisions. Furthermore, to enable efficient data-driven marketing decision-making and effectively utilize methods such as cohort analysis, the study has concluded that SaaS- businesses need to fulfill three prerequisites, which have been identified to be: Management that support and advocate for data and analytics; A company culture built upon information sharing and evidence-based decision-making; and A large enough customer base to allow for determining similarities within and differences between customer segments as significant. However, the last prerequisite applies specifically for methods such as or similar to cohort analysis. Thus, by utilizing other methods, SaaS-businesses might still be able to efficiently utilize data-driven marketing decision-making, as long as the first two prerequisites are fulfilled.
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Garcia, Maria E. "Governing Gambling in the United States." Scholarship @ Claremont, 2010. http://scholarship.claremont.edu/cmc_theses/3.

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The role risk taking has played in American history has helped shape current legislation concerning gambling. This thesis attempts to explain the discrepancies in legislation regarding distinct forms of gambling. While casinos are heavily regulated by state and federal laws, most statutes dealing with lotteries strive to regulate the activities of other parties instead of those of the lottery institutions. Incidentally, lotteries are the only form of gambling completely managed by the government. It can be inferred that the United States government is more concerned with people exploiting gambling than with the actual practice of wagering. In an effort to more fully understand the gambling debate, whether it should be allowed or banned, I examined different types of sources. Historical sources demonstrate how ingrained in American culture risk taking, the core of gambling, has been since the formation of this nation. Sources dealing with the economic implications of gambling were also studied. Additionally, sources dealings with the political and legal aspects of gambling were essential for this thesis. Legislature has tried to reconcile distinct problems associated with gambling, including corruption. For this reason sports gambling scandals and Mafia connections to gambling have also been examined. The American government has created much needed legislature to address different concerns relating to gambling. It is apparent that statutes will continue to be passed to help regulate the gambling industry. A possible consideration is the legalization of sports wagering to better regulate that sector of the industry.
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Fang, Shou-I., and 房首伊. "Business Model Innovation and Analysis of Subscription Media." Thesis, 2018. http://ndltd.ncl.edu.tw/handle/btmpnh.

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碩士
國立臺灣大學
商學研究所
106
In recent years, there are many ways to get information. But the study notice that there are still some difficulties when the readers search information. For example, when readers read online magazine, they will realize there is just a few content that they are really interested in, so it costs a lot of time to search information. And sometimes when readers wants to discuss the content, they find out that there is no platform to exchange view. On the other hand, the authors and the advisors also want to know what kind of contents readers really feel interested. So there is a serious information gap between content providers and demanders. The study builds the platform by using the concept of Vision – Position – Scenario(VPS) to solve the issue of information inefficiency and explain the value and efficiency on every steps based on Value Creation Cycle(VCC). So the study propose three solutions: 1. Build a recommendation mechanism by using the content tags, and the readers can find the information they are really interested in efficiently. 2. Build a discussion area to let readers upload their opinions, and the reader accounts should link to the community accounts that make them easily to invite and link up with their friends. 3. Analysis the popularity of the keywords appeared in discussion area, reading time duration, clicks on ads, times of the tags. These data can be the reference basis to authors and advisors. So the study builds the platform to solve the information gap between readers, content providers and advisors. This platform can effectively build up a brand and form alliance with sufficient incentive and create a positive cycle and sustainable development.
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Hui-Tsai, Hsiao, and 蔡小惠. "Research on Engineering Design Software (CAD / CAM) Subscription Economic Business Model." Thesis, 2019. http://ndltd.ncl.edu.tw/handle/3bpreu.

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碩士
國立臺北大學
企業管理學系碩士在職專班
107
The subscription business model is rapidly transforming pretty much every industry on the plant. The advantages of offering people access to the benefits of your product or service rather than mere ownership are so compelling that logically this will be the way everyone does business in the future. Nce customers realize they can get the outcomes they want without having to worry about owning physical assets anymore, demand will soar and new revenue streams will start flowing. This is the future of business. In market after market around the world, big changes are happening. The old model of business was to focus on "getting a product to market" and then selling as many units as possible in order to enjoy economies of scale. You maximized sales channels and really didnt care who brought them as long as your stuff sold. Todays most successful companies start with the customer. They go to the channels where their customers are, learn as much as possible about them and then deliver them the right mix of customized services to generate the outcomes they care about. The new business model is to have a circular, dynamic ongoing relationship with your subscribers. These companies have a customer-centric mindset. The main reason why the change from the old business model to the new is happening right now is the fact digital subscriptions generate a huge amount of data about subscribers. Companies can now use that data to customize the services they deliver rather than relying on one-size-fits-all.
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Kim, Jong-Ae Burnett Kathleen Marie. "User acceptance of web-based subscription databases extending the technology acceptance model /." Diss., 2005. http://etd.lib.fsu.edu/theses/available/etd-04112005-205602.

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Thesis (Ph. D.)--Florida State University, 2005.
Advisor: Dr. Kathleen Burnett, Florida State University, College of Information. Title and description from dissertation home page (viewed June 7, 2005). Document formatted into pages; contains ix, 122 pages. Includes bibliographical references.
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Zago, Mattia. "The subscription model in automotive industry : a tool for co-creators identification." Master's thesis, 2018. http://hdl.handle.net/10400.14/25912.

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The purpose of this research is to establish a connection between co-creation and the adoption of vehicle subscription-based services and to test the application of a model for car choice. The objective is to test the hypothesis that experience-driven vehicle subscription services (EDVSS) attract co-creators and the effects of pre-identified constructs on the adoption of vehicle subscription services. The hypotheses are formulated after having extensively review industrial reports about the emerging trends in automotive and the academic literature on co-creation, motivation of drivers’ behavioural changes and attitudinal models for car choice. A quota sample of 380 US citizens participated in the primary data collection through a survey. Overall, results demonstrate that people that are more involved in co-creative initiatives tends to increase the willingness to adopt an experience-driven vehicle subscription service. Furthermore, the tested attitudinal model for car choice results in moderately explicate the adoption of EDVSS. Results are discussed to draw main implication for managers. The research contributes to the extant literature in co-creation, by opening relevant new paths of research benefitting different industries. Thus, the validated model both extend the literature relatively the application of attitudinal models to explicate a certain behaviour as well as provide managers with a useful tool to develop specific marketing strategies.
O objetivo desta pesquisa é estabelecer uma conexão entre a co-criação e a adoção de serviços baseados em assinatura de veículos e testar a aplicação de um modelo para a escolha de carros. O objetivo é testar a hipótese de que os serviços de assinatura de veículos orientados por experiência (EDVSS) atraem cocriadores e os efeitos de construções pré-identificadas na adoção de serviços de assinatura de veículos. As hipóteses são formuladas após uma extensa revisão de relatórios industriais sobre as tendências emergentes no setor automotivo e a literatura académica sobre co-criação, motivação das mudanças comportamentais dos condutores e modelos atitudinais para a escolha de carros. Uma amostra de quota de 380 cidadãos dos EUA participou na recolha de dados primários por meio de um inquérito. No geral, os resultados demonstram que as pessoas que estão mais envolvidas em iniciativas co-criativas tendem a aumentar a disposição de adotar um serviço de assinatura de veículos baseado em experiência. Além disso, o modelo atitudinal testado para a escolha do carro resulta em uma explicação moderada da adoção do EDVSS. Os resultados são discutidos para extrair as principais implicações para os gerentes. A pesquisa contribui para a literatura existente em co-criação, abrindo novos caminhos relevantes de pesquisa, beneficiando diferentes indústrias. Assim, tanto o modelo validado estende a literatura quanto à aplicação de modelos atitudinais para explicar determinado comportamento, como também fornece aos gestores uma ferramenta útil para o desenvolvimento de estratégias específicas de marketing.
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Mezhova, Anna. "Scribd case study : commercial viability of the e-book subscription business model." Master's thesis, 2016. http://hdl.handle.net/10400.14/20700.

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Modeled after media subscription giants Netflix and Spotify, Scribd is a subscription e-book service based in San Francisco, United States. Despite the highly evaluated potential of the business model, Scribd came across significant problems due to a combination of a pay-per-read payout model and all-you-can-read pricing model; these issues led to a few unpopular decisions such as reducing content selection and eventually changing the subscription terms. In presence of a powerful and prosperous competitor such as Amazon that has a direct analogue to Scribd, Amazon Kindle Unlimited, Scribd has to choose growth strategies that will allow it to add value to the product for current and potential customers. The two possible strategies discussed in this case study are an international expansion to Germany and a domestic market expansion through the premium segment. The case study provides relevant data to assess each strategy and gives background information about the company and the industry in order for students to analyze the case and decide on the most attractive strategy to follow.
Modelado como os gigantes de serviço de assinatura de média como Netflix e Spotify, Scribd é um serviço de assinatura de e-book baseado em São Francisco, Estados Unidos. Apesar de o modelo de negócio ter grande potencial, Scribd encontrou problemas significativos devido a uma combinação do seu modelo de pagamento "pago por leitura" e modelo de precário "tudo o que consegue ler". Estes problemas resultaram em decisões pouco populares, como a redução do conteúdo disponível, e a eventual mudança dos termos de assinatura. Na presença de competição potente e próspera como a da Amazon, que tem um serviço equivalente em Amazon Kindle Umlimited, Scribd tem que escolher uma estratégia de crescimento que o vai possibilitar de adicionar valor ao produto para clientes existentes e potenciais. As duas estratégias possíveis que são discutidas neste caso de estudo são uma expansão international para o mercado alemão, e uma expansão no mercado doméstico através de um segmento "premium". Este caso de estudo disponibiliza dados relevantes para avaliar cada estratégia, e fornece informação de fundo a cerca da empresa e a indústria, para que os alunos possam analisar o caso e decidir qual estratégia será a mais atrativa para seguir.
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Kao, Kuo-Chun, and 高國淳. "Roshambo Gaming System Based On Adaptive Skin Color Model." Thesis, 2013. http://ndltd.ncl.edu.tw/handle/99983300695265995573.

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碩士
明志科技大學
電子工程研究所
101
This thesis designs a roshambo game system using adaptive skin color under various light conditions. First, using an usb-webcam to capture the image of a hand, the hand gesture is identified through the method proposed by Holden [2]. The critical element of successfully identifying a hand gesture is using a skin color model to detect the complete contour of the hand. As image color is easily affected under different light sources, using a static skin color will yield errors. This study mainly explores the performance of Holden’s method under various sources of light and references the RGB, HSV, and YCBCR models in different color spaces by several scholars to propose an adaptive skin color model. From experiment results found that this model performs well under low light sources (366lx、533lx) and decently under regular light sources. The experiment separates the background to find its’ Y value to utilize the proper skin color model using the value’s range. Finally the morphology of the closure (dilate once, erode thrice) is used to repair the border of the image to increase effect. Using adaptive skin color models, performance of low light source (366lx) was increased from 50% to 78% while other light sources achieved accurate rates of 85%~92%. Finally, the arm erasing technology has used in image to enhance system performance. The performance of low light source was increased from 78% to 91% while other light sources achieved accurate rates of 85%~97%. The research results were used to create a robotic roshambo game system. The robot performs a relative interaction to roshambo results to achieve a fun and efficient system
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Motta, Léo Telles. "Longing and Belonging: The Dynamics of Using a Subscription Model for Physical Music Products." Dissertação, 2021. https://hdl.handle.net/10216/135143.

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Motta, Léo Telles. "Longing and Belonging: The Dynamics of Using a Subscription Model for Physical Music Products." Master's thesis, 2021. https://hdl.handle.net/10216/135143.

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34

Gomes, Eduardo Câmara. "Sonification of gaming experiences." Master's thesis, 2018. http://hdl.handle.net/10400.13/2108.

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O uso de som em jogos tem-se vindo a tornar uma área de relevância para designers de jogos e jogadores. Com este novo interesse e novas tecnologias disponíveis, é pertinente criar ferramentas que facilitem e permitam estender as capacidades atuais de adicionar som a jogos. A criação de experiências através de áudio consiste na escolha do mesmo, de maneira contextualizada e considerando o seu significado a nível emocional. Este trabalho tem como objetivo a criação de uma ferramenta que permita adicionar áudio a jogos considerando estes aspetos. Contudo, esta abordagem requer poder avaliar áudio a nível emocional e o impacto deste, recorrendo a técnicas de aprendizagem automática (machine learning). A representação da carga emocional pode ser realizada utilizando o amplamente aceite modelo Circumplexo, que representa emoções através das dimensões Valence (quão positiva é a emoção) e Arousal (quão ativa é a emoção). Este trabalho fornece então quatro contribuições. A primeira consiste em modelos computacionais que apresentam um aumento significativo de performance na análise da dimensão de Valence, à custa de um ligeiro decréscimo na dimensão de Arousal. A segunda contribuição consiste numa interface que permite ao game designer e jogador efetuar escolhas de áudio baseadas em emoções alvo e informação contextual. A terceira reside na escolha da interação entre o jogo e seus componentes com o áudio escolhido e como este será influenciado. Finalmente, a quarta contribuição consiste na alteração de características psicométricas do áudio em tempo real para este se adaptar aos objetivos delineados pelo utilizador.
Sound in games has increasingly become an area of interest for game designers and players alike. With this renewed interest and new technologies available, it is of relevance to create tools that facilitate and extend current capabilities of adding sound in games. The creation of experiences through audio lies in its choice, through a contextualised way and considering its significance on an emotional level. The objective of this work was to create a tool that enables the addition of audio considering these aspects. However, such an approach requires the capacity of evaluating of audio on an emotion level and its impact, making use of machine learning techniques. The representation the emotional meaning carried by the audio can be achieved by using the widely accepted Circumplex model, presenting the results along the Valence (how positive the emotion is) and Arousal (how active the emotion is) dimensions. This work then provides four contributions. The first consists on computational models that reveal a significant increase in terms of performance in the analysis along the Valence dimension at the cost of a slight decrease along the Arousal dimension. The second consists on a tool that allows the game designer and player to choose audio based on target emotions and contextualised information. The third contribution lies on the interaction of the chosen audio and the game itself, its components and how it will respond to it. Finally, the fourth contribution consists on the alteration of audio psychometrical characteristics in real-time, allowing for a better adjustment of audio in face of the user’s objectives.
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35

Joaquim, Bernardo Filipe Geadas. "How does digital piracy influence the subscription of online video bundling services?" Master's thesis, 2017. http://hdl.handle.net/10362/19889.

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Dissertation presented as the partial requirement for obtaining a Master's degree in Information Management, specialization in Information Systems and Technologies Management
The availability of digital channels that allow the distribution of copyrighted material has raised several questions over the last few years. With several different media and entertainment companies claiming lost profits due to digital piracy, this master thesis was created to deliberate whether companies have a right to feel damaged by illegal activities related with their content, more specifically TV-shows, the motives leading to this behavior, and if this influences the subscription of online video bundling services such as Netflix for people who access this content illegally via for example Torrent communities. We address these questions by gathering information from various legitimate sources regarding current TV-show business models (Mirrlees 2013) (Masouras 2015), the way pirates’ access and visualize copyrighted content and by inquiring said pirates about their purchase intentions regarding services like Netflix. In order to do this, an online survey was created and shared on social media as well as in popular torrent websites, targeting people that incur or had incurred in illegal downloading of video content. We use a variation of the popular Technology Acceptance Model (TAM) to gather the data regarding pirates’ intentions of subscribing an online video bundling service. While some of the chosen variables revealed themselves to be non-significant contrary to what was firstly believed, we were able to identify Perceived Convenience, Price, Perceived Value and Morals and Ethics as the most influential factors that users contemplate when considering adopting an online video bundling service. This master thesis is therefore an addition to the current academic literature that depicts media consumption when users have an illegal free option to choose from. Adding the fact that this research focus specifically in the TV-Show industry ( something that has been majorly overlooked so far), we hope that the studios and related media personnel will understand what is actually valued by these type of consumers so that in the future they can offer higher value in order to capture these potential customers.
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Lin, Tzu-Ching, and 林孜璟. "Purchase Intention in Subscription-based Online Music Service: from the Perspective of Push–Pull–Mooring Model." Thesis, 2018. http://ndltd.ncl.edu.tw/handle/7vx574.

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碩士
中原大學
國際經營與貿易研究所
106
The mobile network has changed our daily life as well as music. More and more people choose to use online subscription-based music services to listen to music. This service platform is an innovative experience for music lovers. According to the IFPI, digital music revenue accounted for 50% of the global music industry''s revenue in 2016, reaching US$7.8 billion, of which streaming music revenue accounted for 60.4% of the digital music revenue. This study uses the perspective of “Push-Pull-Moor” theory to explore consumers’ purchase intention on online subscription-based music services. Questionnaires were used to investigate users of online subscription-based music service platforms. After collecting the questionnaires, SmartPLS2.0 was used for analysis. The results of the study show that the pull effect has the greatest impact on consumers, followed by push effect and mooring effect. Among them, the push effect and pull effect have a positive influence on consumers'' perception of perceived value, and the mooring effect is an inverse relationship. The perceived value of consumers will positively influence the purchase intention of online subscription-based music services. Therefore, this study proposes that if service providers want to increase consumers'' purchase intention, they must first satisfy the consumers'' quest for convenience and practicality in the service, and increase consumers'' trust in services in order to propose effective business strategies.
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Lin, Pei-Wen, and 林霈雯. "The Study on Business Models and Conversion Rate of Media Subscription Model: Using A Company As Example." Thesis, 2019. http://ndltd.ncl.edu.tw/handle/4da2nm.

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碩士
國立政治大學
企業管理研究所(MBA學位學程)
107
In the past, the number of media homes was small, and it was easy to occupy attention of the audience. Media could easily survive by advertising. However, in digital era, the audience's attention is occupied by Google and Facebook. These platforms have increasingly earned advertising market share and profit, which threatening traditional media. Traditional media not only faces digital transformation, but also needs to ponder whether chasing the internet traffic is still the development direction of the organization. In recent years, there are more and more media, we media, began to turn into subscription as a business model. Media subscriptions model allow content to become a direct source of revenue, rather than traffic. After New York times changed to a subscription model, its subscribers hit new highs year by year. Apple daily also announced a subscription policy this year. What is media subscriptions model ? Why can it be the new salvation of traditional media? In fact, the concept of subscription is not new at all, but with the development of the Internet and the change of consumption concept, it has created a new commercial innovation in this generation. Subscriptions model represents not only a new business model, but also a new way to understand the relationship between enterprises, brands and consumers. Through the case study of the company as a representative case, this study explores the transformation, establishment and growth process of media subscription model, explores the key business behind the content subscription media, and uses Kotler’s concept of customer experience process to analyze the marketing strategy and transformation effect of the case company. It is expected to provide practical inspiration and practical direction for whom are interested in content subscription in the future.
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38

Chen, Shu-Han, and 陳書涵. "Independent media professional’s business model on subscription platforms in Taiwan- Based on case study of “SOS reader”." Thesis, 2018. http://ndltd.ncl.edu.tw/handle/qyyd67.

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碩士
國立中山大學
企業管理學系研究所
106
The development of technology and social media, contributed many innovations to the media industry. Especially, there are many independent media professionals have got the stable income from the subscription platforms, a kind of crowdfunding platform. However, only few independent media professionals in Taiwan are able to get steady incomes from it. Therefore, this study defines the independent media professionals in first, and based on a case study of “SOS reader”, a platform that helps writers get the revenues from their backers in Taiwan.  The purposes of this research are understanding the independent media professional’s business model on “SOS reader “, the value of :SOS reader”, and the key to influencing subscription amount. The study found that “freedom of writing”, “financial services” and “reverse the production process” are the advantage for independent media professionals in using subscription platform. However, the lake of resources limited the value of “SOS reader “for them. In the side of business, “value propositions”, “customer relationships”, “key activities” and “key resources” are the mainly differences between media professionals. People who have higher subscription have unique products, and they usually write the articles based on the needs of their target customers. Therefore, they would have a group of loyalty readers, and motivating them to subscription by providing the sense of “uniqueness”, “participation” and “linking with authors”. Contrastly, People who have lower subscription, positioned themselves as “writer”. They focus on writing high-quality articles, but they are not familiar with the skills of marketing and community management. Therefore, this study suggests that independent media professionals should cultivate “loyal customers”, and consider the needs of them when writing. For subscription platform, they should have enough funds to invest in human resources and data analysis, increasing the incentives of early users, and build ecological circle.
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39

HE, SONG-HONG, and 何松洪. "A study on tank-antitank model for the computer war gaming of army." Thesis, 1989. http://ndltd.ncl.edu.tw/handle/64788097170709396123.

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Shu, Yi-Ling, and 舒亦齡. "A Study of Consumers’ Attitude Toward Membership Clothing Subscription Model and Its Management Challenges-Case Study of B Company." Thesis, 2018. http://ndltd.ncl.edu.tw/handle/a9rw3q.

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碩士
國立政治大學
企業管理研究所(MBA學位學程)
106
With new technological advances, many e-commerce companies have developed rapidly in recent years. Since the financial crisis in 2008, consumers have begun to think about how to effectively use resources and maximize the value of each expenditure. Therefore, the Clothing industry in the United States has also appeared a new type of business model, such as clothing rental, or even a subscription service of clothing. In recent years, Taiwanese companies have gradually kept up the pace of the United States to provide Taiwanese women with rental services. This study focuses on students and office ladies by in-depth interviews, and attempts to understand their opinions about clothing and the attitude toward membership clothing subscription model. Research results are highlighted as below: 1. The monthly membership fee may cause consumers’ burden. This burden can be divided into two categories, one is financial burden, and the other is psychological burden. The latter is due to the sunk cost effect. Consumers will attempt to make the monthly fee as worthwhile as possible. However, this is a passive demand, and it will make consumer feel unhappy. 2. Women feel clothes are always not enough because of variety-seeking behavior. Different individuals have their own optimal levels of stimulation. When the stimulus is lower than this level, individuals will either seek new products or change brands. Creative and liberal people are more motivation to use clothing subscription services that can provide them wear new clothes and change their appearance more often. 3. Consumers need adaptation period toward the clothing subscription model. This model is a discontinuous innovation. That is, the new service change consumers’ original behaviors that consumers can’t easily accept. Therefore, companies should gradually change their products step by step.
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Ho, Chin-Chuan, and 何錦泉. "Analyzing Business Model of Cloud Gaming – A Case Study on OnLive, Gaikai, and G-Cluster." Thesis, 2012. http://ndltd.ncl.edu.tw/handle/60700859299156500621.

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碩士
國立交通大學
管理學院經營管理學程
100
Cloud Gaming is a new clouding computing technology in recent years. It puts high-end gaming calculation in the cloud servers, and streams video and audio to various devices, including mobile phones, pads, and netbooks. Cloud Gaming needs huge network bandwidth, high-end and specific servers. But it also provides chances that game providers can port games through this technology without changing their games. It also provides chances that low-end devices can enrich their contents with Cloud Gaming. Cloud Gaming could be a framework that integrate ISP, server vendors, game provides, mobile device providers to provide customers amazing experiences. We target to analyze the business model of existing Cloud Gaming companies, like Onlive, Gaikai, and G-Cluster. We also use Cloud Cube Model and Business Model Ontology to analyze the characteristics of Cloud Gaming, and propose future direction of it. We found that business model of G-Cluster fully integrates supply chain and could be a good sample for Taiwan’s high-tech industry.
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42

Shieh, Kwei-fen, and 謝桂芬. "A Consumption Model of Experiential Value and Lifestyle on Satisfaction Analysis in Online Gaming Industry." Thesis, 2009. http://ndltd.ncl.edu.tw/handle/97458316110511625343.

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博士
國立中央大學
企業管理研究所
97
According to Holbrook’s (1994) perspective, the effect of the consumers’ experiential value on their satisfaction can be divided into four aspects: Aesthetic appeal, Playfulness, Service excellence and Consumer return on investment. In addition, the research from many scholars has pointed out that the consumers’ lifestyles have a prominent effect on their consuming behavior. Since online gaming has become a fashionable pursuit among young consumers, this research targets young students and social public in the northern district and investigates the effects of conceptual elements such as experiential value, life styles, and satisfaction upon the gamers’ behavior. Based upon the design of questionnaires, followed by pretest, test, and retest, the research study obtained 211 valid questionnaires from which the study was conducted. The research uses confirmatory factor analysis with orthogonal rotation for validity examination. As to the analysis of information, the research employs Cronbach’s alpha for reliability and uses LISREL model to examine the goodness of fit. GFI estimated value is 0.9478 which means the fit of the model is adequate. According to the research finding, among ten dimensions of experiential values, there are two dimensions considered to be significant. Among six dimensions of lifestyle, there are two significant dimensions. The research finding also reveals that the hypothesis of causation among some of the variables of the model is supported. The significance of the conclusion of this research with respect to academic theory, research method and empirical application is as follows: 1. The research verifies evidence of consumers’ behavior model with regard to the process by which Taiwan online game consumers transform their experiential value to satisfaction. This allows one to further explore the consumers’ characteristics of unique consuming behavior. 2. Via the analysis of the LISREL model, the research assists one with a greater understanding of the causation mechanism of consumer behavior. 3. Due to rapid transition of the environment, one can no longer elaborate consuming behavior according to the previous theories. 4. The finding of this research is beneficial for the marketing research and can function as guidance for a virtually unlimited source of further research projects.
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Ruei, Jhang Shiuan, and 張軒睿. "Using business model and system dynamics model to study the development of the gaming industry-A case of Blizzard Entertainment." Thesis, 2016. http://ndltd.ncl.edu.tw/handle/ab67be.

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碩士
明新科技大學
工業工程與管理系碩士班
104
This research first studies the supply chain of game industry. The collection of related papers is used to analyze the development of game industry. Business model is also applied in this research. Business model has nine build blocks to express business concept as a static point of view. Each element can be linked with factors form the casual feedback loop diagram. In this research, the results of study are shown as following: first, the sales team sell product on internet is fast and convenient, on top of that, can effect of publicize. Second, the large scale of activity can attract customer and can raise the growth of the brands. Third, customers will provide suggestions to customer service center for improving better service. Fourth, routine maintenance effect the efficiency of server and game. Fifth, brand visibility effect the consuming will of customers.
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WANG, KUO-AN, and 王國安. "The Fan Business Model and Marketing Strategy of Paid Subscription Service - A Case Study of JJ Federation VIP Fan Club." Thesis, 2019. http://ndltd.ncl.edu.tw/handle/974xj2.

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碩士
世新大學
傳播管理學研究所(含碩專班)
107
Fan economy has become a dominant trend in the media and entertainment industry in recent years. Fans have not only created enormous economic value for the entertainment industry, but they have also brought benefits to the associated industry chain. In the pop music industry, the enormous economic profits in physical albums, digital or streaming music, shows and performances, or peripheral merchandises are basically created by fans. In other words, fans are the main source of economic drive in the entertainment industry. Mastering fans practically means a boost in product value; therefore, how to solidify and expand the fan base has become an important topic in the fan economy. With the rise of the Chinese music market, there have been many fan clubs spontaneously organized by general fans. They usually cooperate with record labels to participate in artists’ itineraries, such as invited activities and autograph sessions. With the advancement of technology and the advent of the Internet era, record labels or agencies of a certain size will create an official website or at least an affiliated page to the company’s website for their artists. Whether it is an official fan club formed by the company or an unofficial one by fans, they tend to have an incomplete system, scale and norms. Fans do not know what to believe or whom to listen to, and it is difficult to achieve the best promotion under such circumstances. In the author’s opinions, no fan club, either official or official, has a well-established system. In recent years, there have been some fan clubs with a paid subscription service. For example, JJ Federation VIP fan club, the case in this study, has exclusive services and welfares to satisfy the fans’ needs. It has its own website and App, and the ownership is held by the artist himself, so that the fans can be provided with a more perfect system, scale and welfare. Being an artist agent for many years, the author found the performance of JJ Federation VIP fan club is prominent in the industry, and thus he hopes to learn from its successful experience by studying the business model of the fan club. The research results showed that the success factors of JJ Federation VIP fan club for having a steady growth can be summarized as follows: 1) The leader’s ideology and continuous pursuit of innovation; 2) Its fan-centered operation that gradually becomes a successful business model; 3) Different combinations of marketing merchandises and personalized marketing strategies; 4) The use of people-oriented technology and the integration of virtual and real application; 5) The up-to-date transformation and changes that keep the sustainable development of fans’ power and enthusiasm. In view of rare studies on artists’ fan clubs with a paid subscription service in the past, the author hopes that the research results of this study can provide as a model and also a reference for the industry when making relevant decisions in the future.
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Hsueh, Wei-Ting, and 薛尉廷. "A study of Technology Acceptance Model, perceived value and dogmatism to the purchasing behavior of subscription-based online music service." Thesis, 2013. http://ndltd.ncl.edu.tw/handle/62230420511747728799.

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碩士
淡江大學
國際企業學系碩士班
101
Technology has been transforming the ecology of music consumption: From the physical product such as cassette, CD, to the digital download. The cloud technology is taking music industry to another level - subscription-based music service. Will this kind of service prevail and be the future of music consumption? The research is trying to extract the purchasing intention of subscription-based music service by applying the following three theories: Technology Acceptance Model, Perceived Value and Dogmatism. The major target of this research would be the students in universities. Quantitative researching method - survey, would be applied and collected. With the help of descriptive statistics, reliability, factor, correlation and regression analysis, the relationship among Technology Acceptance Model, Perceived Value, Dogmatism and the purchasing intention of subscription-based music service can be better understood. The major findings of this study are as follows: Both factors from Technology Acceptance Model:“perceived usefulness”and“perceived ease of use”are positively correlated to the purchasing intention of subscription-based music service. Factors from perceived value theory:“perceived quality”and“perceived cost”have different effects on the purchasing intention of subscription-based music service. The former is positively correlated while the latter is negatively correlated. The level of dogmatic character has no significant effects on the purchasing intention of subscription-based music service.
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46

Cheng, Li-Man, and 程麗滿. "The Effects of Applying Scenario-Based Learning Via Gaming Model on the Elementary Students’ Mathematics Learning." Thesis, 2009. http://ndltd.ncl.edu.tw/handle/00422114964383119786.

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碩士
雲林科技大學
技術及職業教育研究所碩士班
97
The purpose of this study aimed to compare the difference between the teaching methods of scenario-based learning via gaming model and traditional instruction on the third grade students’ learning achievement and retention of the elementary mathematics. It also wanted to find out the difference of different learning ability of the third graders after accepting different teaching methods. The research object consists of two classes of the third grade students in Elementary School in Yunlin County. A total number of 58 students from two classes in the research-29 students had chosen as the experimental group which received the scenario-based learning via gaming model and 29 treated as the control group, receiving regular Math teaching method. The total program lasted for five periods, with forty minutes per period. By adopting quasi-experimental research method, the research tools implemented in the study was "The Mathematics Achievement Test ".The students are divided into three groups of high, middle and low, and the collected data are analyzed by dependent samples t-test and One-way ANCOVA. According to the analysis from the experiment, the study had the results, conclusions, and recommendations. The main findings were: 1. The experimental group’s Math Learning Achievement Test is significantly higher than that of the control group. 2. The teaching method of scenario-based learning via gaming model improves different abilities students’ learning achievements. 3. The teaching method of scenario-based learning via gaming model improves students’ learning retentions. 4. In the area of learning retentions, students with middle and low abilities improved more than students with higher abilities.
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SUN, CHING-HSUAN, and 孫敬軒. "Research of The Behavior Intentions and Acceptances of Users Among Gaming Livestream Platform: Applying UTAUT Model." Thesis, 2018. http://ndltd.ncl.edu.tw/handle/c3p72q.

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碩士
世新大學
公共關係暨廣告學研究所(含碩專班)
106
Live stream is one of digital media applications, which has been progressing rapidly nowadays. Many live stream platforms had been developed and some are still being evolving. In 2016, live stream even made a huge breakthrough. Facebook officially made an announcement of starting live stream for all the users around the world. Hence, the effect and acceptance of live stream are more and more acceptable. Further more, among all the users, the amount of gaming live stream platform users are the most. In 2015, Taiwan is within the top five ranks in Traffic of Twitch, moreover, Taipei has the most views among all the cities. Using Unified Theory of Acceptance and Use of Technology;(UTAUT), this research analyzed the behavioral intention of users in Taiwan among gaming live stream. The result shows that, Performance Expectancy, Effort Expectancy, Social Influence and Internet Interactive are all positively affected towards the users. With the enhancement of the Internet Interactive prediction, the model made a significant progress. Keyword: Livestream, Gaming Livestream,Internet Interactive, Unified Theory of Acceptance and Use of Technology, UTAUT
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48

Liao, Heng-Li, and 廖恆立. "Exploring the factors affecting the continued use of the YouTube Gaming Platform with the ELM model." Thesis, 2018. http://ndltd.ncl.edu.tw/handle/4437h4.

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碩士
國立交通大學
經營管理研究所
106
With the rise of online games and live streamers, watching live games has become one of our leisure activities. According to Twitch, a well-known gaming platform, Taiwan is ranked fifth in the world in watching live streaming of games. YouTube, a well-known platform, also launched YouTube Gaming, a channel for online games. To gain more understanding of the charm and economic value of the online game's live stream have become this study’s motivation. The purpose of this study is to investigate what factors will affect continuous intentional behavior of using YouTube Gaming platform. This study is based on the ELM (Elaboration Likelihood Model) model. The ELM model is divided into two parts, one is central path and the other one is peripheral path. The central path focuses on the information and then change the behavior. However, the peripheral path focuses on the things like credibility and profession and then change the behavior. In addition, this study adds three moderators like, streamer identification, platform reputation, and social anxiety, to expand the research. This study applied SAS 9.4 statistical software for SEM analysis. Finally, the results of the research indicate that the intention of watching the live game continuously can be analyzed by the ELM model. The moderator, streamer identification has significant influence on the central path but has no significant influence on the peripheral path. The moderator, platform reputation has no significant influence on the central path and the peripheral path. The moderator, social anxiety has no significant influence on the central path and the peripheral path.
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49

Chu, Hsiu-Mei, and 朱秀美. "The Effect of Scaffolding Presentment Model and Reward Mechanism in Digital Games on Players’ Gaming Behavior." Thesis, 2012. http://ndltd.ncl.edu.tw/handle/18115071408483605447.

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碩士
國立交通大學
理學院科技與數位學習學程
100
In digital games, scaffolding is often used to help players to achieve goals instead of getting stuck. Scaffolding either prevents players from a long period of frustration in playing games, or helps them finding the problem-solving strategies in order to gain a sense of achievement. In this research we used the digital version of “Sudoku” as the game environment, which supported various scaffolding tools. According to Wood, Bruner and Ross’s (1976) classification, the tools were divided into three types of scaffolding which were “revealing key characteristics”, “controlling frustrations” and “providing demonstrations”. The tools were presented in an active, a passive, and a hidden way, respectively, for comparison of their scaffolding capability. The players had the option to use scaffoldings when they got stuck in the game so as to prevent the players from depending much on auxiliary aids and depriving their chances of learning. In addition, this study also added a reward mechanism (getting points and losing points) as an external incentive to further explore whether it affects the players’ behavioral performances while playing the game. Twenty-four players were selected as participants in the pilot study in which we identified their differences in gaming behaviors. In the formal study, the players were divided into groups with combinations of active/passive/hidden scaffolding and reward/penalty. The Sudoku game was played under such various scaffolding presentments and different reward. Then, we compared the differences among the game behavior performances and gaming modes. The principal findings of this research are as follows: (1)Passive and hidden scaffolding groups showed lower frequency in using controlling frustration and providing demonstration tools than the active scaffolding group. (2)The reward groups used less tools of revealing key haracteristics and controlling frustration tools than the penalty groups. (3)Players without previous Sudoku gaming experiences relied more on the scaffolding tools, and they tended to use more controlling frustration tools. (4) Groups of hidden scaffolding with Sudoku game experiences tended to play with rules in an attempt to pass the game. Keywords: Digital games, Scaffolding, Reward and penalty mechanisms, Gaming Behavior
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50

Hing-Ming, Shih, and 施宏明. "The Change of Scholarly Journal Subscription Model in Taiwan University and College Libraries – A Case Study of National Taiwan Normal University." Thesis, 2008. http://ndltd.ncl.edu.tw/handle/rpep8a.

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碩士
國立臺灣師範大學
社會教育學系在職進修碩士班
96
Nowadays, the use of scholarly electronic journals is becoming the trend against print journals in academic institutions. However the situation between libraries and journal prices is like Sisyphus and the huge boulder he rolled. Traditionally, libraries will cancel journal titles, but now they can choose to subscribe electronic journals instead of print journals. But not all faculties agreed this change, some elder faculties prefer print journals because of failing eyesight, and the preservation of e-journals is another question. Therefore, in this research, there were 21 chairmen whose departments subscribed Elsevier journals been interviewed to see if they can accept this change and agree to let library to handle their budget in journal subscription. Conclusions as below: 1.The price between print and e-journal are close, 2.Different publishers had different pricing model, 3.Publishers authorized the third party to preserve their journal archives, 4.The mergence between publishers is becoming popular, and the journal prices are not easy to level down, 5.After transferring from print to e-journals, there are expenditures differs from print collections, 6.Libraries can provide actively services, 7.Libraries can provide and marshal TOC to faculties, 8.Library have to draw a complete proposal of distributing budget, 9.Departments prefer to control the budget themselves, 10.Chairmen prefer “print” journals. 11.The increasing usage rate of e-resources will change Chairmen’s attitude finally. Suggestions of this study are: 1.Performing a survey to faculty and students, 2.Seeking more support from chairmen with a complete proposal, 3.Interviewing more journal selection committee in each departments, 4.After changing the subscription model, library have to collect the related numbers and do benefit-cost analysis for reference, 5.Using the Freedom of Government Information Act to apply the information for research to national academic institutions.
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