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研究生: 鄔成偉
Wu, Chen-Wei
論文名稱: 數位財產權機制下網路中間商之數位內容定價與競爭分析
Pricing and Competition Analysis of Digital-Content-Servers within Digital Right Management
指導教授: 耿伯文
Kreng, Victor B.
學位類別: 碩士
Master
系所名稱: 管理學院 - 工業與資訊管理學系
Department of Industrial and Information Management
論文出版年: 2005
畢業學年度: 93
語文別: 英文
論文頁數: 63
中文關鍵詞: 數位財產權管理數位內容定價模式賽局理論
外文關鍵詞: Game Theory, Pricing Models, Digital Right Management (DRM), Digital Content
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  •   近年來,大部分關於數位內容及其產業的研究多著重於內容保護技術或法律面的探討,然而對於其商業模式甚少討論。基於此原因,本研究將分析在不同的市場結構下,何種定價策略對於網路中間商而言最有利。

      本研究依網路中間商是否採取以時間為基礎的收費方式與市場結構為獨佔或寡佔分為四部分,分別討論之。研究結果發現:一、在獨佔的市場中,如果網路中間商只提供以下載單位為基礎及以時間為基礎的定價方式,則以下載單位為基礎的定價方式較有利;二、在獨佔的市場中,如果網路中間商提供固定費用(如月費或年費)及以下載單位為基礎的定價方式,則對網路中間商而言,提供固定費用的收費方式給具有需求彈性的顧客並提供以下載單位為基礎的收費方式給不具有需求彈性的顧客,這種定價策略可獲取最大利潤;三、在寡佔的市場中,無論網路中間商是否採取以時間為基礎的定價方式,只要兩家廠商採取不同的收費方式,對兩者而言均可獲利。

     Recently, most studies about digital content industry focus on the techniques of content protection or legislation review, while there are fewer studies about the business model of the industry. For this reason, we study various pricing issue about the industry and analyze conditions under which the various pricing schemes may prove optimal for the online servers.

     Our study is presented in four sections, corresponding to whether the server takes connect-time-based pricing into consideration or not, and to whether the market is monopoly or duopoly. We find that first, in monopoly market, if the server only offers a search-based and connect-time-based pricing, the search-based strategy is more profitable; second, in monopoly market, if the server offers subscription and search-based scheme, it is profitable to offer subscription scheme to consumers with elastic demand and offer search-based scheme to the other consumers; third, in duopoly market, no matter in any case, it is profitable if two servers use different pricing to each other.

    ACKNOWLEDGEMENT (In Chinese) I ABSTRACT (In Chinese) II ABSTRACT III TABLE OF CONTENTS IV LIST OF TABLES VI LIST OF FIGURES VII CHAPTER I. INTRODUCTION 1 1.1 Motivation 1 1.2 Assumption 2 1.3 Objective 2 1.4 Organization 3 CHAPTER II. LITERATURE REVIEW 4 2.1 Digital Right Management 4 2.1.1 The Impact of Piracy 4 2.1.2 The Mechanism of DRM 5 2.2 The Business Model of Digital Content Industry 14 2.2.1 The General Business Model 14 2.2.2 The Pricing Issue 20 2.3 Game Theory 24 2.3.1 Dynamic Games with Complete Information 25 2.3.2 Backwards Induction 25 2.3.3 Subgame-Perfect Nash Equilibrium 26 2.4 Summery 26 CHAPTER Ⅲ. MONOPOLY MODEL DEVELOPMENT 29 3.1 Assumptions and Notations 29 3.1.1 Case 1: Server Considering Connect-time Pricing 29 3.1.2 Case 2: Server Not Considering Connect-time Pricing 31 3.2 The Pricing Model of Server Considering Connect-time Pricing 32 3.2.1 Connect-time-based Pricing 33 3.2.2 Search-based Pricing 34 3.2.3 The Decision of the Server and Consumers 35 3.3 The Pricing Model of Server Not Considering Connect-time Pricing 37 3.3.1 Subscription 38 3.3.2 Search-based Pricing 40 3.3.3 The Decision of the Server and Consumers 42 3.4 Empirical Evidence – iTunes 43 3.4.1 Introduction of iTunes 43 3.4.2 The Strategy of iTunes 44 3.4.3 The Achievement of iTunes’ Strategy 45 CHAPTER Ⅳ. DUOPOLY MODEL DEVELOPMENT 46 4.1 Assumptions and Analysis Method 46 4.2 The Competition of Servers Considering Connect-time Pricing 47 4.3 The Competition of Servers Not Considering Connect-time Pricing 49 4.4 Empirical Evidence 51 4.4.1 Pricing of On-Line Music in America 52 4.4.2 Pricing of On-Line Game in Taiwan 53 4.4.3 Pricing of E-Learning in Taiwan 54 4.4.4 Conclusion 55 CHAPTER Ⅴ. CONCLUSIONS AND FUTURE DIRECTIONS 57 5.1 Conclusions 57 5.2 Future Directions 58 REFERENCE 60

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