南華大學機構典藏系統:Item 987654321/19212
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    Please use this identifier to cite or link to this item: http://nhuir.nhu.edu.tw/handle/987654321/19212


    Title: 線上遊戲產業績效之評估
    Other Titles: THE PERFORMANCE EVALUATION OF ON-LINE GAME INDUSTRY
    Authors: 姚登雲
    Yao, Teng-yun
    Contributors: 企業管理系管理科學碩博士班
    黃國忠
    Kuo-chung Huang
    Keywords: 線上遊戲;資料包絡分析法;績效
    On-line game;Data Envelopment Analysis (DEA);Performance
    Date: 2010
    Issue Date: 2015-03-10 16:18:00 (UTC+8)
    Abstract:   資料包絡分析法(Data Envelopment Analysis, DEA)是使用在生產力與效率評估上使用頻率最高且具客觀性的方法,其分析的產業範圍更涵蓋金融、航空、半導體、教育、圖書館、醫院等營利與非營利機構。   本研究目的在探討線上遊戲產業效率之模式,以線上遊戲產業上櫃、上市公司作為評估的對象,並藉由各家公司93-97年年報資料,採Frontier軟體進行效率分析;其中包含分析各上櫃、上市線上遊戲公司的技術效率、規模效率、生產效率、規模報酬及敏感度分析;分別探討各投入/產出項對整體績效所造成的影響,以執行資源合理之分配,提供一個數量化的參考。   研究指出資料包絡分析法在衡量績效時具有多重指標特性,若能將資源配置最佳化,自然能提升遊戲產業營運績效。在整體表現上,藉由參考集合的分析,以CCR模式而言應參考97網龍;以BCC模式分析則應參考97華義。在差額變數分析及改善值分析,大宇公司95至97年應該衡量投入及產出項目作調整。敏感度分析中97智冠無論增加或減少投入產出項,對其效率值皆無影響,為較穩定公司,可足以做其他公司參考的對象。
      DEA method is the most frequent and objective way to use in productivity and efficiency assessment which includes for-profit and non-profit organizations analysis, such as financial, aviation, semiconductor, education, libraries, and hospitals.    The purpose of this study was to explore the model of online game industry efficiency for online gaming industry. Taking the OTC listed companies as the objects of the assessment, and using Frontier software for Efficiency Analysis of each company’s 93-97 annual report which includes analysis of OTC listed companies’ online gaming of technical efficiency, scale efficiency, productivity, returns to scale, and sensitivity analysis. So as to explore the various input / output options on the overall performance influence respectively to implement the reasonable allocation of resources to provide a quantitative reference.   The study showed that data envelopment analysis method had multiple indicator characteristics when measuring performance . If we can optimize resource allocation, it can promote the operating performance of the gaming industry. In the overall performance, through the analysis of reference set, using 97 Chinese Gamer International Corporation as reference for CCR Model, and 97 Wayi International Digital Entertainment Co. for BCC Model. In Slack Variable Analysis and Analysis of Improvement Rate, from 95 to 97, Softstar Entertainment Inc. should adjust its input and output options. In Sensitivity Analysis, in 97, no matter Soft-World International Corporation increased or decreased its input option or not, the efficiency rate was not affected. It was a steady company which could be the model for other companies.
    Appears in Collections:[Department of Business Administration, Master/Ph.D Program in Management Sciences] Disserations and Theses(Master and Doctoral Program in Management Sciences)

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