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运用语义网络和情感分析审视危机沟通:以网易游戏为例的案例研究

Examining Crisis Communication Using Semantic Network and Sentiment Analysis: A Case Study on NetEase Games.

作者信息

Che ShaoPeng, Nan Dongyan, Kamphuis Pim, Zhang Shunan, Kim Jang Hyun

机构信息

Department of Human-Artificial Intelligence Interaction, Sungkyunkwan University, Seoul, South Korea.

Department of Interaction Science, Sungkyunkwan University, Seoul, South Korea.

出版信息

Front Psychol. 2022 Feb 4;13:823415. doi: 10.3389/fpsyg.2022.823415. eCollection 2022.

Abstract

The mobile game "Immortal Conquest," created by NetEase Games, caused a dramatic user dissatisfaction event after an introduction of a sudden and uninvited "pay-to-win" update. As a result, many players filed grievances against NetEase in a court. The official game website issued three apologies, with mix results, to mitigate the crisis. The goal of the present study is to understand user feedback content from the perspective of Situational Crisis Communication Theory through semantic network analysis and sentiment analysis to explore how an enterprise's crisis communication strategy affects users' attitudes. First, our results demonstrate that the diminishing crisis communication strategies (excuse and justification) do not change players' negative attitudes. It was not a failure because it successfully alleviated the players' legal complaints and refocused their attention on the game itself. Second, the rebuild (apology & compensation) strategy was effective because it significantly increased the percentage of positive emotions and regenerated expectations for the game. The litigation crisis was identified within gamer communications with respect to Chinese gaming companies for the first time. Nevertheless, this does not indicate an increase in overall legal awareness among the larger Chinese population. It may only reflect greater legal awareness among Chinese online gamers. Fourth, gamers emphasized that they and enterprises should be equally involved when communicating with each other. Finally, in-game paid items should be reasonably priced, otherwise, they will drive users to competitors.

摘要

由网易游戏打造的手机游戏《阴阳师:妖怪屋》在引入一个突如其来且不受欢迎的“付费即胜利”更新后,引发了一场严重的用户不满事件。结果,许多玩家向法院起诉了网易。为缓解危机,该游戏官方网站发布了三次道歉声明,效果参差不齐。本研究的目的是通过语义网络分析和情感分析,从情境危机沟通理论的角度理解用户反馈内容,以探究企业的危机沟通策略如何影响用户态度。首先,我们的研究结果表明,减少型危机沟通策略(借口和辩解)并未改变玩家的负面态度。这并非失败之举,因为它成功减轻了玩家的法律投诉,并将他们的注意力重新集中到游戏本身。其次,重建型(道歉与补偿)策略是有效的,因为它显著提高了积极情绪的比例,并重新唤起了玩家对游戏的期望。诉讼危机首次在中国游戏公司的玩家沟通中被发现。然而,这并不表明中国广大民众的整体法律意识有所提高。这可能仅反映出中国在线游戏玩家的法律意识更强。第四,玩家强调,企业与玩家在沟通时应平等参与。最后,游戏内付费项目定价应合理,否则会将用户推向竞争对手。

https://cdn.ncbi.nlm.nih.gov/pmc/blobs/9118/8854284/3eacbfc46c15/fpsyg-13-823415-g001.jpg

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