研究生: |
洪志韋 Hung, Chih-Wei |
---|---|
論文名稱: |
電競周邊產業的發展策略-以T公司為例 Development Strategy for the Gaming Peripheral Industry-A Case Study of T company |
指導教授: |
吳清炎
Wu, Ching-Yan |
口試委員: |
李傳楷
LEE, CHUAN-KAI 唐迎華 |
學位類別: |
碩士 Master |
系所名稱: |
科技管理學院 - 高階經營管理碩士在職專班 Executive Master of Business Administration(EMBA) |
論文出版年: | 2025 |
畢業學年度: | 113 |
語文別: | 中文 |
論文頁數: | 76 |
中文關鍵詞: | 電子競技 、電競周邊產業 、人工智慧 、五力分析 、SWOT 、安索夫 、4P |
外文關鍵詞: | Esports, gaming peripheral industry, artificial intelligence, Porter’s Five Forces, SWOT, Ansoff Matrix, 4P |
相關次數: | 點閱:4 下載:0 |
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隨著電子競技的蓬勃發展,電競周邊產業迎來了前所未有的成長契機。從專業級電競設備如耳機、鍵盤、滑鼠等,到遊戲主題周邊商品如服飾、收藏品,市場需求呈現穩定且快速的增長。在這個競爭激烈且不斷變化的市場中,企業若想脫穎而出,必須制定清晰的發展策略,並展現與眾不同的差異化優勢。
電競周邊市場的策略制定需要具備高度的靈活性,以應對瞬息萬變的市場環境,並充分結合新興技術(如人工智慧、虛擬實境)和新媒體平台的力量(如直播、社群媒體行銷)。透過精準的市場定位、數據驅動的決策、以及創新的行銷手法,企業不僅能吸引核心玩家,也能拓展更廣泛的受眾群體。這樣的策略不僅有助於企業抓住市場風口,更能推動品牌實現長期的可持續發展性。
本論文以美國知名電競周邊品牌 T公司為案例,以訪談方式收集具代表性的業界人士之專業意見來作為資料樣本,將其帶入五力分析、SWOT、安索夫以及4P等工具及模型,並參考當前電競產業的市佔率狀況,深入分析電競產業的景況,並對T公司的產品線布局、經營方向,及其核心優勢與潛在劣勢進行全面探討。推導出對個案公司針對性的發展策略建議,涵蓋了產品升級、行銷模式優化以及通路拓展等方向。更重要的是論文也提供了實務建議給想要踏入電競行業的新創企業,幫助其在電競周邊領域中找到適合的切入點,快速搶占市場市占率。
With the rapid growth of esports, the gaming peripheral industry has embraced an unprecedented opportunity for expansion. From professional-grade gaming equipment such as headsets, keyboards, and mice to game-themed merchandise like apparel and collectibles, market demand has shown stable and rapid growth. In this highly competitive and ever-evolving landscape, companies seeking to stand out must formulate clear development strategies and establish distinctive competitive advantages.
Developing strategies for the gaming peripheral market requires a high degree of flexibility to adapt to the fast-changing environment while leveraging emerging technologies (such as artificial intelligence and virtual reality) and new media platforms (such as live streaming and social media marketing). Through precise market positioning, data-driven decision-making, and innovative marketing approaches, companies can not only attract core gamers but also expand their reach to a broader audience. Such strategies not only enable businesses to capitalize on market opportunities but also drive long-term, sustainable brand growth.
This paper uses the well-known American gaming peripheral brand T, as a case study, By collecting professional opinions from several representative industry experts through the interview, these insights are analyzed using tools and models such as Porter’s Five Forces, SWOT, Ansoff Matrix, and the 4P, and refers to the current market share situation in the esports industry. The study delves into the current state of the gaming industry, thoroughly exploring T Company’s product line layout, business direction, core strengths, and potential weaknesses. Targeted development strategy recommendations are derived for the case company, encompassing product upgrades, marketing model optimization, and channel expansion. More importantly, the paper offers practical advice for startups aiming to enter the esports industry, assisting them in identifying suitable entry points in the gaming peripherals field to rapidly capture market share.