Dissertations / Theses on the topic 'Subscription model in gaming'
Create a spot-on reference in APA, MLA, Chicago, Harvard, and other styles
Consult the top 50 dissertations / theses for your research on the topic 'Subscription model in gaming.'
Next to every source in the list of references, there is an 'Add to bibliography' button. Press on it, and we will generate automatically the bibliographic reference to the chosen work in the citation style you need: APA, MLA, Harvard, Chicago, Vancouver, etc.
You can also download the full text of the academic publication as pdf and read online its abstract whenever available in the metadata.
Browse dissertations / theses on a wide variety of disciplines and organise your bibliography correctly.
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.
Full textDet 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.
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.
Full textFjellström, 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.
Full textHolm, 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.
Full textViertelhausen, Arne [Verfasser]. "Business Model Gaming : Entwicklung innovativer Geschäftsmodelle für die Elektromobilität / Arne Viertelhausen." Aachen : Shaker, 2017. http://d-nb.info/1138178586/34.
Full textAlexander, 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.
Full textThis 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
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.
Full textPhillips, 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.
Full textCashin, 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.
Full textKing, 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.
Full textM.A.
Department of Communication Sciences and Disorders
Health and Public Affairs
Comm Sciences & Disorders MA
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.
Full textJakobsson, 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.
Full textTulenko, 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.
Full textCorreia, 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.
Full textThe 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.
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.
Full textHistorically, 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.
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.
Full textGirot, 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.
Full textChollet, 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.
Full textMedia 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
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.
Full textSchönbeck, 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.
Full textTillberg, 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.
Full textHejcman, Marek. "Analýza business modelů v oblasti herního průmyslu." Master's thesis, Vysoká škola ekonomická v Praze, 2012. http://www.nusl.cz/ntk/nusl-149993.
Full textSanchis, 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.
Full textThe 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
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.
Full textGarcia, Maria E. "Governing Gambling in the United States." Scholarship @ Claremont, 2010. http://scholarship.claremont.edu/cmc_theses/3.
Full textFang, Shou-I., and 房首伊. "Business Model Innovation and Analysis of Subscription Media." Thesis, 2018. http://ndltd.ncl.edu.tw/handle/btmpnh.
Full text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.
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.
Full text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.
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.
Full textAdvisor: 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.
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.
Full textO 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.
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.
Full textModelado 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.
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.
Full text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
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.
Full textMotta, 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.
Full textGomes, Eduardo Câmara. "Sonification of gaming experiences." Master's thesis, 2018. http://hdl.handle.net/10400.13/2108.
Full textSound 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.
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.
Full textThe 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.
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.
Full text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.
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.
Full text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.
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.
Full text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.
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.
Full textShu, 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.
Full text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.
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.
Full text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.
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.
Full text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.
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.
Full text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.
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.
Full text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.
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.
Full text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.
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.
Full text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.
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.
Full text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
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.
Full text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.
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.
Full text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
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.
Full text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.