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各国游戏行业概述:运用Power BI分析工具进行预测并识别关键影响因素。

An overview of the gaming industry across nations: using analytics with power BI to forecast and identify key influencers.

作者信息

Palma-Ruiz Jesús Manuel, Torres-Toukoumidis Angel, González-Moreno Sonia Esther, Valles-Baca Herik Germán

机构信息

School of Accounting and Administration, Universidad Autónoma de Chihuahua, Chihuahua, 31125, Mexico.

Social Science Knowledge and Human Behavior, Universidad Politécnica Salesiana, Cuenca, 010105, Ecuador.

出版信息

Heliyon. 2022 Feb 15;8(2):e08959. doi: 10.1016/j.heliyon.2022.e08959. eCollection 2022 Feb.

DOI:10.1016/j.heliyon.2022.e08959
PMID:35243079
原文链接:https://pmc.ncbi.nlm.nih.gov/articles/PMC8858995/
Abstract

Esports has seen a phenomenal explosion in popularity in recent years, gaining increasing interest from the media, sports, and technology industries. The purpose of this study is to show an overview of the recent evolution of the gaming market in representative countries in Eastern Asia, Western Europe, and North America during 2017-2019, and the corresponding growth projections for the next five years. For this purpose, descriptive, correlational, and forecasting analyses were used to assess the relationships among key variables associated with the growth of the gaming industry and to show different possibilities to address the data using data analytics. The games market revenues, total number of players, Google trends data, GDP per capita and online population were studied as possible key influencers to explain the industry's growth. Predictive analytics with MS Power BI revealed a positive correlation between GDP per capita and market revenues and players in European and North American countries, while in Asia was just the opposite. Also, a positive relationship between Google trends in esports and the games market revenues is noted. Forecasts showed significant growth for each region. Practical implications and future research directions are discussed.

摘要

近年来,电子竞技的受欢迎程度呈惊人的爆发式增长,受到了媒体、体育和科技行业越来越多的关注。本研究的目的是展示2017年至2019年期间东亚、西欧和北美代表性国家游戏市场的近期发展概况,以及未来五年相应的增长预测。为此,采用描述性、相关性和预测性分析来评估与游戏行业增长相关的关键变量之间的关系,并展示使用数据分析处理数据的不同可能性。研究了游戏市场收入、玩家总数、谷歌趋势数据、人均国内生产总值和在线人口,将其作为解释该行业增长的可能关键影响因素。使用MS Power BI进行的预测分析显示,在欧洲和北美国家,人均国内生产总值与市场收入及玩家数量之间存在正相关,而在亚洲情况则相反。此外,还注意到电子竞技谷歌趋势与游戏市场收入之间存在正相关关系。预测显示每个地区都将实现显著增长。文中还讨论了实际意义和未来的研究方向。

https://cdn.ncbi.nlm.nih.gov/pmc/blobs/3544/8858995/111c45b9c264/gr11.jpg
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https://cdn.ncbi.nlm.nih.gov/pmc/blobs/3544/8858995/80a74f1e7549/gr8.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/3544/8858995/c77188927c71/gr9.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/3544/8858995/150b519ad2a8/gr10.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/3544/8858995/111c45b9c264/gr11.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/3544/8858995/b666086bfbfa/gr1.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/3544/8858995/d9863849c51f/gr2.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/3544/8858995/efce82d341df/gr3.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/3544/8858995/61f7f845efd9/gr4.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/3544/8858995/52bf27e9debd/gr5.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/3544/8858995/e6ab7c211cd4/gr6.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/3544/8858995/81d92363c7cc/gr7.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/3544/8858995/80a74f1e7549/gr8.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/3544/8858995/c77188927c71/gr9.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/3544/8858995/150b519ad2a8/gr10.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/3544/8858995/111c45b9c264/gr11.jpg

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最大幸福感:一个用于康复游戏化的模块化平台。
Front Robot AI. 2024 May 31;11:1382157. doi: 10.3389/frobt.2024.1382157. eCollection 2024.
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Investigating gaming structural features associated with gaming disorder and proposing a revised taxonomical model: A scoping review.探讨与游戏障碍相关的游戏结构特征,并提出一个修订的分类模型:范围综述。
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