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題 名 | 電子競技遊戲關鍵失敗因素評估=Assessing Critical Failure Factors of E-sports Games |
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作 者 | 韓慧林; 王貴民; 鄭煒嵐; 林愷苓; 劉威承; 林宗聯; | 書刊名 | 管理資訊計算 |
卷 期 | 3:2 2014.09[民103.09] |
頁 次 | 頁285-297 |
分類號 | 997.8 |
關鍵詞 | 關鍵失敗因素; 關鍵成功因素; 電子競技遊戲; 投票式權重評選模式; Critical failure factors; CFF; Critical success factors; CSF; E-sport games; Voting-ranking model; |
語 文 | 中文(Chinese) |
中文摘要 | 電子競技遊戲是一項結合影音競賽的運動,且被視為一種正在蓬勃發展之專業運動,已成為資訊科技組織營運之最優先考量因素。因為有超過約九成之年輕受訪者,認為我國在推展電子競技遊戲不算成功,本研究以關鍵失敗因素之角度取代關鍵成功因素,透過Google問卷調查系統設計問卷及統計分析,運用投票式權重評選模式計算權重值,改善層級分析法兩兩比較之困難,並發現「政府構面、社會構面、選手構面、技術構面」等4項主要及16項次要之關鍵失敗因素,排列優先順序,提出九項發展「電子競技遊戲」專案之關鍵成功因素啟發流程。 |
英文摘要 | E-sports games are burgeoning new fashion, wherein a video game is played as a sport. The development of e-sports games has become a top consideration of the operations of information technology (IT) industry. Due to over 90% of youth believe that Taiwan is not quite successful in promoting e-sports games. In order to have an in-depth analysis of cause of failure effort, by this study, we overcome the difficulty of pair-wise comparison in analytic hierarchy process for the use of critical failure factors (CFF) instead of critical success factors (CSF), and through Google-based questionnaire survey for evaluating the weights of critical failure factors (CFF) in terms of e-sports game development by the voting-ranking model. We conclude that there are four CFFs which are "government, society, sportsman and technology dimensions", and the other sixteen sub-CFFs. Finally, we also propose the heuristic process of eight CSFs for developing the project of e-sports games. |
本系統中英文摘要資訊取自各篇刊載內容。