網(wǎng)易公司網(wǎng)絡(luò)游戲競(jìng)爭(zhēng)戰(zhàn)略研究
發(fā)布時(shí)間:2018-03-19 14:43
本文選題:網(wǎng)易公司 切入點(diǎn):網(wǎng)絡(luò)游戲 出處:《廣西大學(xué)》2013年碩士論文 論文類型:學(xué)位論文
【摘要】:網(wǎng)絡(luò)游戲是伴隨著互聯(lián)網(wǎng)產(chǎn)業(yè)的發(fā)展,在電子游戲產(chǎn)業(yè)發(fā)展的基礎(chǔ)上逐步發(fā)展起來(lái)的一種新興陽(yáng)光產(chǎn)業(yè),是電子游戲發(fā)展的高級(jí)階段。游戲產(chǎn)業(yè)自上個(gè)世紀(jì)60年代末在美國(guó)誕生以來(lái),經(jīng)過(guò)40的得發(fā)展,已經(jīng)發(fā)展成為互聯(lián)網(wǎng)產(chǎn)業(yè)發(fā)展中不可或缺的重要分支。中國(guó)網(wǎng)絡(luò)游戲產(chǎn)業(yè)發(fā)展起步較晚,但呈現(xiàn)出了快速發(fā)展趨勢(shì),目前中國(guó)共有網(wǎng)絡(luò)游戲企業(yè)750余家,市場(chǎng)競(jìng)爭(zhēng)態(tài)勢(shì)比較嚴(yán)峻。但是,在網(wǎng)絡(luò)游戲產(chǎn)業(yè)快速快速發(fā)展的同時(shí),自2008年開(kāi)始增速逐步放緩,實(shí)踐證明,中國(guó)網(wǎng)絡(luò)游戲產(chǎn)業(yè)發(fā)展已經(jīng)進(jìn)入產(chǎn)業(yè)結(jié)構(gòu)調(diào)整和平穩(wěn)的理性發(fā)展階段。在這一階段,網(wǎng)絡(luò)游戲企業(yè)如何面對(duì)事實(shí),從自己的經(jīng)營(yíng)現(xiàn)狀和特點(diǎn)出發(fā),制定目標(biāo)明確、措施得當(dāng)?shù)钠髽I(yè)發(fā)展戰(zhàn)略,在競(jìng)爭(zhēng)中實(shí)現(xiàn)生存和發(fā)展,提升企業(yè)核心競(jìng)爭(zhēng)力,是目前中國(guó)網(wǎng)絡(luò)游戲企業(yè)所必須關(guān)注的重點(diǎn)問(wèn)題。 基于上述問(wèn)題,本文以“網(wǎng)易公司網(wǎng)絡(luò)游戲競(jìng)爭(zhēng)戰(zhàn)略研究”為題,通過(guò)對(duì)中國(guó)網(wǎng)絡(luò)游戲產(chǎn)業(yè)發(fā)展歷程、現(xiàn)狀及發(fā)展趨勢(shì)進(jìn)行分析的前提下,進(jìn)一步闡述了網(wǎng)易公司網(wǎng)絡(luò)游戲發(fā)展的內(nèi)部經(jīng)營(yíng)環(huán)境;同時(shí)通過(guò)對(duì)網(wǎng)易公司外部競(jìng)爭(zhēng)環(huán)境和產(chǎn)業(yè)發(fā)展環(huán)境進(jìn)行“SWOT”分析,以此為基礎(chǔ)提出了網(wǎng)易公司網(wǎng)絡(luò)游戲競(jìng)爭(zhēng)戰(zhàn)略的戰(zhàn)略選擇、戰(zhàn)略制定、戰(zhàn)略實(shí)施和控制措施。此競(jìng)爭(zhēng)戰(zhàn)略的選擇和制定,對(duì)實(shí)現(xiàn)網(wǎng)易公司網(wǎng)絡(luò)游戲的健康和可持續(xù)發(fā)展,提升網(wǎng)易公司網(wǎng)絡(luò)游戲的核心競(jìng)爭(zhēng)力,具有重要的指導(dǎo)作用,同時(shí)也可以對(duì)其他企業(yè)發(fā)展戰(zhàn)略的制定提供有益的參考和借鑒。
[Abstract]:With the development of the Internet industry, the online game is a newly developed sunshine industry based on the development of the video game industry. It is an advanced stage in the development of video games. Since its birth in the United States at the end of -40s, the game industry has developed through 40 percent. China's online game industry started relatively late, but showed a rapid development trend. At present, there are more than 750 online game enterprises in China. However, with the rapid development of the online game industry, the growth rate of the online game industry has been slowing down since 2008, which has been proved by practice. The development of China's online game industry has entered the stage of industrial structure adjustment and stable rational development. In this stage, how to face the facts, proceed from its own management status and characteristics, and formulate clear goals, The strategy of enterprise development with proper measures to survive and develop in competition and to enhance the core competitiveness of enterprises are the key issues that Chinese online game enterprises must pay attention to at present. Based on the above problems, this paper takes "the study on the competitive Strategy of NetEase Company's online Games" as the topic, through the analysis of the development course, the present situation and the development trend of China's online game industry. This paper further expounds the internal management environment of NetEase's online game development, and analyzes the external competition environment and industrial development environment of NetEase Company by "SWOT". On this basis, this paper puts forward the strategic choice, strategy formulation, strategy implementation and control measures of NetEase Company's online game competition strategy. The selection and formulation of this competitive strategy will bring about the healthy and sustainable development of the online game of NetEase Company. Improving the core competitiveness of NetEase's online games plays an important role in guiding the development strategy of other enterprises.
【學(xué)位授予單位】:廣西大學(xué)
【學(xué)位級(jí)別】:碩士
【學(xué)位授予年份】:2013
【分類號(hào)】:F271;F49
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