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隨想 Dolphin
Nikita Yeh
2005. 12
。不賣歡樂 , 改賣夢想
  。主動式社群
。幸福感企業
。敗犬族 /kidult/ 御宅
族 ..
。少子 . 不婚 . 高齡
。療傷系 業產
。更快 + 更便宜 + 更好的消費驚喜
。 Woman Business
。 My space.com
。心智的更新 , 比年紀更重要
。 Introduction
。 What is “dolphin”?
。 Who is our consumer?
。 Our strategy
AGENDA
目標族群特性
• 美國 blogger 典型的一天,就是利用 Google 搜尋資料
,到 Flickr 看圖,上博客網撰寫網誌,到維基
wikipedia 百科上幫忙更正過時的資訊,然後透過
Meetup 交友網站認識朋友,再到 Odeo 網站下載最新
的 Podcasts 。種種張貼、訂閱、發布飼料( feed )、
分享資訊的動作。
• 滿足網友需求的單一功能,要找娛樂 / 玩樂就上
dolphin
• 台灣
-- 80%↑ 個人有手機 , 65%↑ 家庭有 頻宽 (71%↑ 有電
腦 ), 提供 ?? 滿足需求 ??
平台策略
( 簡單 / 安全 都不用講 , 這是金字塔的最底部 )
• 跨界:遊戲產品可以在網路平台 / 手機平台上溝通、虛擬
/ 實體、 IM 、 GBLOG 、 VOIP 等功能皆是
• 權力下放,消費者最大:
– 我最大: dolphin 介面由自己決定 , 些放在我的哪
dolphin 平台上 , 什麼人加入我的好友名單 , 都由我決
定
– 多數決:什麼東西叫做重要 ? 該看什麼東西 ? 誰才是
達人 , 皆由網友決定 . 如 : 一新聞網友同意刊登數達一
定程定 , 才會顯示於 dolphin 首頁平台上
– 參與時代 (participation age) :消費者 = 生產者
品”類“文化
- 想贏就要顛覆整個品類
• 遊戲的 IM 、 Game Plug-in 、玩樂的 solution
- 一個尖 的主張及觸動人心的訴求銳
• 感覺就是力量
• 心靈品牌的建立
 初期需透過產品功能滿足消費者需求
 少說多做 , 讓消費者自己做結論
• 「 Being playful 」 ( 充滿玩趣 ) 鼓勵開放心胸、大膽嘗試
的態度,甚至更多的幽默感,找回面對生活的趣味
隨想 Dolphin
Dolphin 的內容以“會員服務”及“方便銷售 ( 玩樂 )” 為主
社群的思考 , 從交易想起 , 才易有銷售行為產生 !!
• 有 content 的 dolphin
-- 守護靈: My Pets/ gopets/ 讓其繁殖至其它功能 . 或再養
(Item)
-- 動態家族 : 如血盟小屋的概念 , 並與守護靈結合 (space)
-- VOD 的運用 : 百萬首頁的 示啟 廣告就是內容 (Ad. fee)
Introduction
• Web game- ex: 數獨 sudoku ( 參考網站 :
http://www.shes.hcc.edu.tw/~oddest/sumain.htm)
- 個人娛樂 ( 接龍 . 拼圖 . 過關 ) 簡單黏著
- 撮合 (1A2B. 交友 ) 競賽 . 成就感博奕
• No touch (RFID)
- 身份認證
- 3,000 元以下金流市場
• 軟 + 硬 / Portable
- 將來的 iPod vs PSP
“Dolphin” is….
• 個人隨身數位娛樂助理 : 是軟體 / 也是硬體
- 玩 game ( 手上簡版 / 線上完整 )
- 個人資料 / 訊息
- 娛樂達人駐店 ( 每天早上一登入 , 就有最近的娛樂訊
息 )
- 試 / 代購訂 : 娛樂內容 ( 數位 . 實體 )/ 遊樂場所
- 每日抽牌 ( 算命 )+ 捐款
• Theme:
- 我最大 : 我的最愛 , 服務由我選
- 多數決 : 什麼東西叫重要 !?
圖示 “ Dolphin”
Consumer is…
• 消費者是所有在「抗無聊」的電腦 / 手機族
• Step1: GASH 遊戲人最愛 ? 交友 . 遊戲排名 . 道具買賣…
• Step2: 上班族 ? 賺錢 . 搜尋 . 分享 . 網友 ( 格友 )…
• Step3: 年紀再大一點…叫銀髮族 ?
2005 © Gamania Digital Entertainment Co.,Ltd. All Rights Reserved.

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隨想Dolphin

  • 2. 。不賣歡樂 , 改賣夢想   。主動式社群 。幸福感企業 。敗犬族 /kidult/ 御宅 族 .. 。少子 . 不婚 . 高齡 。療傷系 業產 。更快 + 更便宜 + 更好的消費驚喜 。 Woman Business 。 My space.com 。心智的更新 , 比年紀更重要
  • 3. 。 Introduction 。 What is “dolphin”? 。 Who is our consumer? 。 Our strategy AGENDA
  • 4. 目標族群特性 • 美國 blogger 典型的一天,就是利用 Google 搜尋資料 ,到 Flickr 看圖,上博客網撰寫網誌,到維基 wikipedia 百科上幫忙更正過時的資訊,然後透過 Meetup 交友網站認識朋友,再到 Odeo 網站下載最新 的 Podcasts 。種種張貼、訂閱、發布飼料( feed )、 分享資訊的動作。 • 滿足網友需求的單一功能,要找娛樂 / 玩樂就上 dolphin • 台灣 -- 80%↑ 個人有手機 , 65%↑ 家庭有 頻宽 (71%↑ 有電 腦 ), 提供 ?? 滿足需求 ??
  • 5. 平台策略 ( 簡單 / 安全 都不用講 , 這是金字塔的最底部 ) • 跨界:遊戲產品可以在網路平台 / 手機平台上溝通、虛擬 / 實體、 IM 、 GBLOG 、 VOIP 等功能皆是 • 權力下放,消費者最大: – 我最大: dolphin 介面由自己決定 , 些放在我的哪 dolphin 平台上 , 什麼人加入我的好友名單 , 都由我決 定 – 多數決:什麼東西叫做重要 ? 該看什麼東西 ? 誰才是 達人 , 皆由網友決定 . 如 : 一新聞網友同意刊登數達一 定程定 , 才會顯示於 dolphin 首頁平台上 – 參與時代 (participation age) :消費者 = 生產者
  • 6. 品”類“文化 - 想贏就要顛覆整個品類 • 遊戲的 IM 、 Game Plug-in 、玩樂的 solution - 一個尖 的主張及觸動人心的訴求銳 • 感覺就是力量 • 心靈品牌的建立  初期需透過產品功能滿足消費者需求  少說多做 , 讓消費者自己做結論 • 「 Being playful 」 ( 充滿玩趣 ) 鼓勵開放心胸、大膽嘗試 的態度,甚至更多的幽默感,找回面對生活的趣味
  • 7. 隨想 Dolphin Dolphin 的內容以“會員服務”及“方便銷售 ( 玩樂 )” 為主 社群的思考 , 從交易想起 , 才易有銷售行為產生 !! • 有 content 的 dolphin -- 守護靈: My Pets/ gopets/ 讓其繁殖至其它功能 . 或再養 (Item) -- 動態家族 : 如血盟小屋的概念 , 並與守護靈結合 (space) -- VOD 的運用 : 百萬首頁的 示啟 廣告就是內容 (Ad. fee)
  • 8. Introduction • Web game- ex: 數獨 sudoku ( 參考網站 : http://www.shes.hcc.edu.tw/~oddest/sumain.htm) - 個人娛樂 ( 接龍 . 拼圖 . 過關 ) 簡單黏著 - 撮合 (1A2B. 交友 ) 競賽 . 成就感博奕 • No touch (RFID) - 身份認證 - 3,000 元以下金流市場 • 軟 + 硬 / Portable - 將來的 iPod vs PSP
  • 9. “Dolphin” is…. • 個人隨身數位娛樂助理 : 是軟體 / 也是硬體 - 玩 game ( 手上簡版 / 線上完整 ) - 個人資料 / 訊息 - 娛樂達人駐店 ( 每天早上一登入 , 就有最近的娛樂訊 息 ) - 試 / 代購訂 : 娛樂內容 ( 數位 . 實體 )/ 遊樂場所 - 每日抽牌 ( 算命 )+ 捐款 • Theme: - 我最大 : 我的最愛 , 服務由我選 - 多數決 : 什麼東西叫重要 !?
  • 11. Consumer is… • 消費者是所有在「抗無聊」的電腦 / 手機族 • Step1: GASH 遊戲人最愛 ? 交友 . 遊戲排名 . 道具買賣… • Step2: 上班族 ? 賺錢 . 搜尋 . 分享 . 網友 ( 格友 )… • Step3: 年紀再大一點…叫銀髮族 ?
  • 12. 2005 © Gamania Digital Entertainment Co.,Ltd. All Rights Reserved.