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    淡江大學機構典藏 > 行政單位 > 教務處 > 期刊論文 >  Item 987654321/120160
    Please use this identifier to cite or link to this item: http://tkuir.lib.tku.edu.tw:8080/dspace/handle/987654321/120160


    Title: GREY RELATIONAL ANALYSIS OF NETWORK MODEL FOR LIVE BROADCAST PLATFORM IN E-SPORTS MARKET
    Authors: Lan, T.S;Kuei, Y.C.;Lan, Y.H;Dai, X.J.
    Keywords: Analytic network process;Grey relational analysis;Live broadcast platform;E-sports;Competitive advantage
    Date: 2021-01
    Issue Date: 2021-03-11 12:15:04 (UTC+8)
    Abstract: The e-sports industry has developed vigorously in recent years. E-sports have become an event that global players pay attention to and participate in. With the development of Internet technology and the emergence of webcasting, the combination of e-sports events and webcasting has brought the e-sports market to another realm. Taiwan’s overall gaming market revenue in 2019 has exceeded NT$55.9 billion, and is expected to reach NT$61.8 billion in 2020. Among the sources of e-sports revenue, media royalties from broadcast events have grown the most.

    The live broadcast platform has changed the behavior mode of people watching the game, and the competition has become fierce. Therefore, it is of positive significance to understand the competition situation of e-sports events among different live broadcast platforms. This research hopes to understand the competitive advantage by analyzing network procedures and grey relational analysis. Provide an understanding of different platform strategies to enhance industry competitiveness.

    The research found that the ranking of Taiwan’s competitiveness in the e-sports market of the live broadcast platform is ranked first by Facebook Gaming, followed by the Bahamut Gaming Information Station Live Hall, Steam Live, Twitch, and YouTube. The most important aspect of the facet is "network externality", followed by "social demand", and the top three influential factors are "views", "number of users", and "emotional needs". Accumulating "number of users" and focusing on "community management" will help expand the e-sports market.
    Relation: The International Journal of Organizational Innovation 13(3), p.25-36
    Appears in Collections:[教務處] 期刊論文

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