Department of IT Convergence Engineering, Gachon University, Seongnam-si, Republic of Korea.
Culture Contents Technology Institute, Gachon University, Seongnam-si, Republic of Korea.
PLoS One. 2022 Dec 30;17(12):e0278467. doi: 10.1371/journal.pone.0278467. eCollection 2022.
The COVID-19 pandemic has greatly influenced the lifestyle and entertainment activities of the society that has significantly increased the growth rate of the gaming industry. While the studies on the game industry, one of the leading content industries, related to the pandemic has been done from various perspectives, little attention has been taken in regards to how the pandemic have impacted on the national digital game production and its industrial sustainability as a whole. Thus, this study was conducted to analyze the changes in the domestic game industry before and after the COVID-19 outbreak using the big data analysis of semantic network. This study aims to understand the growing trend in the gaming industry that can be helpful for the marketing and production of future games, as well as to guide the establishment of the public game policies in the game industry. The results showed that the COVID-19 pandemic positively decreased the public's worries and the government's restrictions towards gaming due to game addiction as a mental disease. However, its sudden change in the gamer's attitudes and the current gaming policies implied that for the sustainable development of the domestic game production, laws and regulations related to the game industry need to be reliable and planned on a long term basis since the industry is immensely large and is also related to several industries such as computing, programming, arts, and story contents. Accordingly, it is necessary to build an industrial ecology through which cluster complexes specializing in developing startups and small and medium-sized business can grow along with political support.
新冠疫情极大地影响了社会的生活方式和娱乐活动,这使得游戏行业的增长率显著提高。虽然已经从多个角度研究了作为领先内容产业之一的游戏行业与疫情相关的问题,但对于疫情如何影响整个国家数字游戏制作及其产业可持续性的关注较少。因此,本研究旨在使用语义网络的大数据分析来分析新冠疫情前后国内游戏行业的变化,以了解游戏行业的增长趋势,这有助于未来游戏的营销和制作,并为游戏行业的公共游戏政策制定提供指导。研究结果表明,由于游戏成瘾是一种精神疾病,新冠疫情降低了公众对游戏的担忧和政府的限制。然而,由于游戏玩家态度的突然变化和当前的游戏政策,为了实现国内游戏制作的可持续发展,需要制定可靠的、长期规划的与游戏产业相关的法律法规,因为游戏产业规模庞大,还涉及计算机、编程、艺术和故事内容等多个产业。因此,有必要通过建立一个产业生态系统,为专门开发初创企业和中小企业的集群综合体提供政治支持,使它们能够发展壮大。