帳號:guest(216.73.216.146)          離開系統
字體大小: 字級放大   字級縮小   預設字形  

詳目顯示

以作者查詢圖書館館藏以作者查詢臺灣博碩士論文系統以作者查詢全國書目
作者(中文):賴信吉
作者(外文):Lai, Hsin-Chi
論文名稱(中文):價值共創動機與方法之關係研究:以Thingiverse網路平台的創客使用者為例
論文名稱(外文):The relationship between the motivation and method research of value co-creation: A Case Study of Makers on Thingiverse
指導教授(中文):丘宏昌
指導教授(外文):Chiu, Hung-Chang
口試委員(中文):謝依靜
謝英哲
口試委員(外文):Hsieh, Yi-Jing
Hsieh, Ying-Che
學位類別:碩士
校院名稱:國立清華大學
系所名稱:科技管理研究所
學號:103073701
出版年(民國):106
畢業學年度:105
語文別:中文
論文頁數:61
中文關鍵詞:創客運動價值共創共創動機數位製造平台
外文關鍵詞:Maker MovementValue Co-creationCo-creation MotivationDigital Manufacturing Platform
相關次數:
  • 推薦推薦:0
  • 點閱點閱:927
  • 評分評分:*****
  • 下載下載:0
  • 收藏收藏:0
近年來創客運動在全球聞名,特別是在娛樂、設計、商業和教育領域,都有動手實作為主的創客精神。由於創客意味著以創新為主的開拓者,他們活耀於在跨領域的動手實作、科技和社群之間。而科學與技術的進步為創意產業產生巨大的改變,提供許多開源的軟硬體工具和數位平台,讓創客、設計師甚至創業者在生產和發展方面可以變得更獨立與快速,不需要太多資源也能實踐很有創意的想法。
本研究以3D列印數位模型共創平台Thingiverse的使用者為個案研究對象,探討以數位製造為主的創客族群,為何主動將數位製造版權共享於企業所開發的社群平台。以及探討平台可透過什麼樣的方式吸引創客共享數位作品,增加共創平台的內容、流量、互動和曝光度。
經研究發現,創客族群的分享動機應與共創平台所提供的方法,會隨著創客涉入的時間程度和平台的所提供初階至進階方法,呈現倒常態分佈關係圖,此關係於未來學術研究與實務應用提供了很重要之參考依據。
In the recent years, maker movement is well known around the world, especially in the areas of entertainment, design, business, and education. Makers are innovative pioneers dedicated to finding the overlap between DIY projects, technology, and community. The science and technology has revolutionized creative industries by providing open source tools and platforms that allow makers, designers and entrepreneurs to become more independent in terms of production and rapid development to create innovative ideas in the absence of resources.
This research is based on a case study of the users in the co-creation platform, Thingiverse. Exploring what is the reason that the maker community mostly designing with digital manufacturing, will aggressively share their digital manufacturing rights on a community platform which developed by a company. Also, discussing what way is the platform attracting creative makers to share their creation, and to increase the content, website traffic, interaction and the exposure of the platform.
Due to the study, the researcher found that the sharing motivation of the maker community and the way provided by the co-creation platform are effected by the time that maker involved and the initial and advanced method, and the relationship between them shows a inverse normal distribution. This curve is an important reference to the future academic research, or practical application.
誌謝……………………………………………………………………………………………i
摘要…………………………………………………………………………………………ii
ABSRACT……………………………………………………………………………………iii
目錄…………………………………………………………………………………………iv
表目錄………………………………………………………………………………………vi
圖目錄………………………………………………………………………………………vii
第一章 緒論…………………………………………………………………………………1
第一節 研究背景………………………………………………………………………1
第二節 研究動機與目的………………………………………………………………3
第三節 研究流程圖……………………………………………………………………4
第二章 文獻探討……………………………………………………………………………6
第一節 創客運動的精神與文化………………………………………………………6
第二節 價值共創之定義與轉變………………………………………………………8
第三節 共享平台的發展與革命……………………………………………………12
第四節 創用CC的機制與規範………………………………………………………13
第三章 研究方法…………………………………………………………………………17
第一節 研究分析方法………………………………………………………………17
壹. 文獻分析法…………………………………………………………………18
貳. 深度訪談法…………………………………………………………………18
第二節 研究架構……………………………………………………………………18
第三節 研究範圍與對象……………………………………………………………24
第四章 研究個案…………………………………………………………………………27
第一節 Thingiverse平台介紹………………………………………………………28
第二節 Thingiverse共創機制………………………………………………………30
第三節 創客訪談……………………………………………………………………34
第四節 訪談結果與分析……………………………………………………………39
第五章 結論與建議………………………………………………………………………47
第一節 研究結論……………………………………………………………………47
第二節 研究限制……………………………………………………………………47
第三節 對學術界建議………………………………………………………………48
第四節 對實務界建議………………………………………………………………48
英文參考文獻………………………………………………………………………………50
中文參考文獻………………………………………………………………………………53
附錄一 訪談內容……………………………………………………………………………54
英文參考文獻
1. Burke, J. (2016). Making It Real: Why a Makerspace Might Make Sense for Your Library.
2. Berners-Lee, T., Fischetti, M., & Foreword By-Dertouzos, M. L. (2000). Weaving the Web: The original design and ultimate destiny of the World Wide Web by its inventor. Harper Information.
3. Forest, C. R., Moore, R. A., Jariwala, A. S., Fasse, B. B., Linsey, J., Newstetter, W. E. N. D. Y., & Quintero, C. (2014). The invention studio: A university maker space and culture. Advances in Engineering Education, 4(2), 1-32.
4. Grönroos, C., & Ravald, A. (2011). Service as business logic: implications for value creation and marketing. Journal of Service Management, 22(1), 5-22.
5. Groenendyk, M. (2016). Cataloging the 3D web: the availability of educational 3D models on the internet. Library Hi Tech, 34(2), 239-258.
6. Hsieh, Y. C., Chiu, H. C., Tang, Y. C., & Lin, W. Y. (2016). Does Raising Value Co-creation Increase All Customers’ Happiness?. Journal of Business Ethics, 1-15.
7. Hou, Y., Chen, H., & Yang, S. (2016). Research on the Business Model of E-commerce Platform based on Value Co-creation Theory. International Journal of u-and e-Service, Science and Technology, 9(3), 415-424.
8. Ind, N., & Coates, N. (2013). The meanings of co-creation. European Business Review, 25(1), 86-95.
9. Anderson, C. (2012). Makers: The New Industrial Revolution. Danvers: Crown Business.
10. Kozinets, R. V. (1999). E-tribalized marketing?: The strategic implications of virtual communities of consumption. European Management Journal, 17(3), 252-264.
11. Leavy, B. (2012). Collaborative innovation as the new imperative–design thinking, value co-creation and the power of “pull”. Strategy & Leadership, 40(2), 25-34.
12. Lipson, H., & Kurman, M. (2013). Fabricated: The new world of 3D printing. John Wiley & Sons.
13. Mancilla-Amaya, L., Sanin, C., & Szczerbicki, E. (2010). Smart knowledge-sharing platform for e-decisional community. Cybernetics and Systems: An International Journal, 41(1), 17-30.
14. Maznick, M. (2003). Nanotech Excitement Boosts Wrong Stock. The Market.
15. Neghina, C., Bloemer, J., van Birgelen, M., & Caniëls, M. C. (2017). Consumer motives and willingness to co-create in professional and generic services. Journal of Service Management, 28(1).
16. Normann, R., & Ramirez, R. (1992). From value chain to value constellation: Designing interactive strategy. Harvard business review, 71(4), 65-77.
17. Özkil, A. G. (2017). Collective design in 3D printing: A large scale empirical study of designs, designers and evolution. Design Studies.
18. Oehlberg, L., Willett, W., & Mackay, W. E. (2015, April). Patterns of physical design remixing in online maker communities. In Proceedings of the 33rd Annual ACM Conference on Human Factors in Computing Systems (pp. 639-648). ACM.
19. Prahalad, C. K., & Ramaswamy, V. (2002). The Co-Creation Connection. Strategy Business, Second Quarter, 27: 1-12
20. Prahalad, C. K., & Ramaswamy, V. (2004). Co-creation experiences: The next practice in value creation. Journal of interactive marketing, 18(3), 5-14.
21. Prahalad, C. K., & Ramaswamy, V. (2004). The Future of Competition: Co-creating Unique Value with Customers, Harvard Business School Press
22. Porter, M. E. (1985). Competitive advantage: creating and sustaining superior performance. New York: FreePress.
23. Rayna, T., & Striukova, L. (2016). From rapid prototyping to home fabrication: How 3D printing is changing business model innovation. Technological Forecasting and Social Change, 102, 214-224.
24. Ramaswamy, V., & Gouillart, F. J. (2010). The power of co-creation: Build it with them to boost growth, productivity, and profits. Simon and Schuster.
25. Saarijärvi, H., Kannan, P. K., & Kuusela, H. (2013). Value co-creation: theoretical approaches and practical implications. European Business Review, 25(1), 6-19.
26. Scharf, N. (2017). Creative Commons-ense? An analysis of tensions between copyright law and Creative Commons. Journal of Intellectual Property Law & Practice, 12(5), 376-383.
27. Timmers, P. (1998). Business models for electronic markets. Electronic markets, 8(2), 3-8.
28. Waller, M. A., & Fawcett, S. E. (2013). Click here for a data scientist: Big data, predictive analytics, and theory development in the era of a maker movement supply chain. Journal of Business Logistics, 34(4), 249-252.
29. Wachter, R. M., Gupta, J. N., & Quaddus, M. A. (2000). IT takes a village: Virtual communities in support of education. International Journal of Information Management, 20(6), 473-489.
30. Yi, Y., & Gong, T. (2013). Customer value co-creation behavior: Scale development and validation. Journal of Business Research, 66(9), 1279-1284.

中文參考文獻
1. 李欣宜 (2015年4月)。行政院啟動vMaker計畫,三階段打造創客力。取自http://www.bnext.com.tw/article/view/id/35888
2. 科技報橘 (2013年12月)。歐巴馬宣布全力發展 3D 列印:美國已經上太空了,台灣不能再只殺豬公。取自https://buzzorange.com/techorange/2013/12/30/obama-3d-printer/
3. 胡幼慧編 (1996) 。質性研究:理論、方法及本土女性主義研究實例》。台北:巨流。
4. 翁翠霞 (2014)。翻轉觀念,翻轉產業《Maker 自造世代》放映座談會後報導。成大產學合作電子報。
5. 陳威如、余卓軒 (2013)。平台革命。台北:商周出版。
6. 楊佳蓉 (2007)。從Web 2.0 觀點解析創意公用授權條款。2007台灣資訊社會研究學會年會暨論文研討會會議論文集。
7. 蕭聿珺 (2016)。網路評論之助益性評估 (博士論文)。國立中央大學,桃園市。取自http://ir.lib.ncu.edu.tw/handle/987654321/71475#.WSPHe2iGNhE
(此全文未開放授權)
電子全文
中英文摘要
 
 
 
 
第一頁 上一頁 下一頁 最後一頁 top
* *