隨著科技的快速發展,人們的娛樂方式日益多元,而電子競技的興起無疑成為其中最具代表性的趨勢之一。無論是參與遊戲競賽或觀賞他人競技,電子競技已成為現代社會的重要娛樂形式,並展現出強大的市場潛力。這股浪潮不僅推動遊戲開發產業的成長,更帶動周邊商品、硬體設備、直播平台、實況主經濟及線下活動的蓬勃發展,逐步形成高度整合的生態圈。 台灣在電子競技產業中占有重要地位,憑藉高度成熟的科技產業與市場資源,獲得政府與企業的支持。其中,就肆電競股份有限公司作為產業領導者之一,致力於打造完整的電競生態圈,其舉辦的WirForce Lan Party更是亞洲規模最大的電競與遊戲聚會,吸引大量玩家與廠商參與,展現出台灣電競文化的創新與競爭力。 本研究以WirForce Lan Party為對象,透過九要素商業模式分析模型探討其商業模式與價值創造過程,並蒐集次級資料分析價值主張是否符合市場需求。同時,透過半結構式訪談建立顧客素描圖,檢視活動與顧客需求之間的適配度,評估其市場價值及存在必要性。針對適配度較低的部分,研究將提出具體改善建議,以協助優化商業模式與顧客服務內容,進一步提升競爭力與參與者滿意度。 透過分析與建議,本研究期望為WirForce Lan Party提供發展策略參考,並為台灣電競產業的持續創新與成長貢獻具體方向,推動產業邁向更完善與國際化的發展階段。

With the rapid development of technology, people’s entertainment options have become increasingly diverse, and the rise of esports has undoubtedly become one of the most representative trends. Whether participating in gaming competitions or watching others compete, esports has become an important form of entertainment in modern society, demonstrating strong market potential. This trend not only drives the growth of the game development industry but also boosts the development of related products, hardware, live streaming platforms, influencers, and offline events, gradually forming a highly integrated ecosystem. Taiwan plays a key role in the esports industry, supported by its highly developed technology sector and market resources, as well as government and corporate backing. Among them, 4Gamers, a leading company in the industry, is dedicated to building a complete esports ecosystem. Its flagship event, the WirForce Lan Party, is the largest esports and gaming gathering in Asia, attracting a large number of players and companies, showcasing the innovation and competitiveness of Taiwan’s esports culture. This study focuses on the WirForce Lan Party, using the business model canvas to explore its business model and value creation process. Secondary data will be collected to analyze whether its value proposition aligns with market demand. At the same time, semi-structured interviews will be used to develop customer personas, examining the fit between the event and customer needs, and evaluating its market value and necessity. For areas with lower fit, the study will provide specific recommendations to optimize the business model and customer service content, further enhancing competitiveness and participant satisfaction. Through analysis and recommendations, this study aims to provide strategic development insights for WirForce Lan Party and contribute to the continuous innovation and growth of Taiwan’s esports industry, advancing the sector toward a more complete and internationalized development stage.

1. Alexander,Osterwalder., Yves,Pigneur.(2010). Business Model Generation: A Handbook for Visionaries, Game Changers, and Challengers.
  • Google Scholar
  • 2. Hamari, J., & Sjöblom, M. (2017). What is eSports and why do people watch it? Internet research, 27(2). DOI: 10.1108/IntR-04-2016-0085, Forthcoming
  • Google Scholar
  • 3. Robert K.Yin(1994). Case Study Research: Design and Method. Second edition. Sage Publication
  • Google Scholar
  • 4. Venkat Ramaswamy. (2010), Building the Co-Creative Enterprise, Harvard Business Review. 2010 Vol.10
  • Google Scholar
  •