臺灣大學: 企業管理碩士專班邱宏仁李玄仲Lee, VictorVictorLee2013-04-082018-06-292013-04-082018-06-292011http://ntur.lib.ntu.edu.tw//handle/246246/256605電視遊戲通常需要高性能的CPU和顯示硬件或昂貴的高性能專用電子遊戲機。廣闊的網路基礎設施和雲技術的改善導致新的技術平台進入者-“雲端遊戲”或“雲端運算遊戲服務”-改變了電子遊戲的開發,分佈,和消費模式。這種破壞性的創新允許各種可上互聯網而低成本的客戶機-從手機到電視-執行高性能遊戲。本文分析新平台對傳統游戲業界硬件和軟件的開發和銷售的影響。重點將對雲端運算遊戲服務(VSGoD)和世界第一建立雲端運算遊戲服務的公司OnLive。Video games are typically executed on high performance CPUs and graphics hardware or expensive high-performance dedicated console machines connected to television sets. Vast improvements in network infrastructure and cloud technologies have enabled a new technology platform entrant, known as “Cloud Gaming” or “Gaming on Demand”, to change the way video games are developed, distributed and consumed. This disruptive innovation will allow pervasive high-performance gaming in various environments with inexpensive clients that are both low cost and integrable into almost any Internet enabled consumer display device ranging from mobile phones to televisions. This paper analyzes the potential of this new platform to disrupt the hardware and software incumbents in the traditional video game industry and transform software development and distribution. The focus will be specifically on Video-Streamed Games-on-Demand (VSGoD), games that are stored remotely and streamed to the user on demand, and the first commercial implementation of VSGoD by company OnLive.1890665 bytesapplication/pdfen-US雲端運算遊戲服務雲端遊戲破壞性的創新電子遊戲OnLiveVideo-Streamed Games-on-Demanddistributed gamingcloud gamingdisruptive innovationvideogames雲端運算遊戲服務:遊戲產業的破壞性創新Video-Streamed Games-on-Demand: A Disruptive Innovation of the Videogame Industrythesishttp://ntur.lib.ntu.edu.tw/bitstream/246246/256605/1/ntu-100-R98749021-1.pdf