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研究生: 邱翎瑄
Chiu, Ling-Hsuan
論文名稱: 特殊事件發生對台灣電競概念股公司價值之影響與在台灣手遊市場之應用
Impact of Special Events Occurrence on Value of Taiwan Firms of E-sports Concept Stocks Firms and Its Application in Taiwan Mobile Gaming Market
指導教授: 林軒竹
Lin, Hsuan-Chu
學位類別: 碩士
Master
系所名稱: 管理學院 - 財務金融研究所
Graduate Institute of Finance
論文出版年: 2018
畢業學年度: 106
語文別: 英文
論文頁數: 32
中文關鍵詞: 電競產業公司價值行銷策略手遊市場
外文關鍵詞: Gaming Industry, Firm’s Value, Marketing Strategies, Mobile Gaming Market
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  • 本研究旨在探討特殊事件發生時是否能為台灣電競概念股公司價值帶來正向的影響。遊戲的價值在於是否有玩家願意花時間和金錢去投入,所以本研究中所選擇的特殊事件都是會影響玩家人數的重點事件。以台灣上市櫃216間電子中下游及電子軟體產業作為樣本,樣本期間的選取以經典電競遊戲英雄聯盟的第一屆世界大賽年度2011年為起始年度。實證結果顯示遊戲的促銷能為公司價值帶來正向影響,其餘的事件對公司價值的影響不一定是正向的。然而,實證結果也顯示,沒有足夠證據證明在兩個特殊事件發生的同時,對於公司價值能有顯著的正向影響。這個結果應用於台灣手遊市場時,則必須注意使用行銷手法的權衡,方能為公司價值帶來好的影響。

    This study examines whether the effects on Taiwan e-sports concept stock firms are positive when special events happen. Value of games is whether the players are willing to spend times and money on the games, so the special events in this study we choose are the key events which will affect the numbers of players. The data for this study uses 216 listed companies which are electronic midstream and downstream industry and electronic software industry as sample in Taiwan. Sample period start from the first world championship of classic e-sports game, League of Legends, 2011. The results indicate that games on sales can have a positive effect on firm’s value, but other events will not have the same effects on the firm’s value. However, not sufficient results can prove when two special events happen can bring positive effects on firm’s value. The empirical results apply in mobile gaming market in Taiwan should notice the marketing strategies they use. As a result, the special events can have good effects on firm’s value.

    Contents 中文摘要 i Abstract ii 致謝 iii Contents iv Table Contents vi Chapter 1 Introduction 7 1.1 Background 7 1.2 Motivation 8 1.3 Special Events 8 Chapter 2 Literature Review and Hypotheses Development 10 2.1. Turn special events into marketing strategies 10 2.1.1 Updating and revising of the games → Improve the quality of products 10 2.1.2 Big game competitions → Advertisement 11 2.1.3 Games on sale → Pricing 11 2.1.4 The impact of the streamers → Mass communication 12 2.1.5 Summary on review of literature 13 2.2 Hypotheses development 13 Chapter 3 Data and Methodology 15 3.1 Sample Construction 15 3.2 Regression Variables 16 3.2.1 Dependent Variables 16 3.2.2 Independent Variables 16 3.2.3 Control Variables 17 3.3 Models Development 18 3.4 Descriptive Statistics 20 Chapter 4 Empirical Results 23 4.1 Baseline Results 23 4.2 The effect of multi-events on firm’s value 24 Chapter 5 Conclusion 28 References 30 Table Contents TABLE 1 DESCRIPTIVE STATISTICS 21 TABLE 2 THE EFFECTS OF SPECIAL EVENTS 25 TABLE 3 THE EFFECTS OF MULTI-EVENTS ON FIRM’S VALUE 26

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