• 文献检索
  • 文档翻译
  • 深度研究
  • 学术资讯
  • Suppr Zotero 插件Zotero 插件
  • 邀请有礼
  • 套餐&价格
  • 历史记录
应用&插件
Suppr Zotero 插件Zotero 插件浏览器插件Mac 客户端Windows 客户端微信小程序
定价
高级版会员购买积分包购买API积分包
服务
文献检索文档翻译深度研究API 文档MCP 服务
关于我们
关于 Suppr公司介绍联系我们用户协议隐私条款
关注我们

Suppr 超能文献

核心技术专利:CN118964589B侵权必究
粤ICP备2023148730 号-1Suppr @ 2026

文献检索

告别复杂PubMed语法,用中文像聊天一样搜索,搜遍4000万医学文献。AI智能推荐,让科研检索更轻松。

立即免费搜索

文件翻译

保留排版,准确专业,支持PDF/Word/PPT等文件格式,支持 12+语言互译。

免费翻译文档

深度研究

AI帮你快速写综述,25分钟生成高质量综述,智能提取关键信息,辅助科研写作。

立即免费体验

大数据分析 COVID-19 对韩国数字游戏产业可持续性的影响。

Big data analysis of the impact of COVID-19 on digital game industrial sustainability in South Korea.

机构信息

Department of IT Convergence Engineering, Gachon University, Seongnam-si, Republic of Korea.

Culture Contents Technology Institute, Gachon University, Seongnam-si, Republic of Korea.

出版信息

PLoS One. 2022 Dec 30;17(12):e0278467. doi: 10.1371/journal.pone.0278467. eCollection 2022.

DOI:10.1371/journal.pone.0278467
PMID:36584045
原文链接:https://pmc.ncbi.nlm.nih.gov/articles/PMC9803102/
Abstract

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.

摘要

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。

https://cdn.ncbi.nlm.nih.gov/pmc/blobs/c4f6/9803102/7de55142dd10/pone.0278467.g009.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/c4f6/9803102/be34becd50a0/pone.0278467.g001.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/c4f6/9803102/6b855c8cabbf/pone.0278467.g002.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/c4f6/9803102/b08c2e397017/pone.0278467.g003.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/c4f6/9803102/b20585dbc24d/pone.0278467.g004.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/c4f6/9803102/3fabaa1fa714/pone.0278467.g005.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/c4f6/9803102/476dbd148170/pone.0278467.g006.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/c4f6/9803102/737fdc93c07b/pone.0278467.g007.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/c4f6/9803102/b920a16d2e79/pone.0278467.g008.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/c4f6/9803102/7de55142dd10/pone.0278467.g009.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/c4f6/9803102/be34becd50a0/pone.0278467.g001.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/c4f6/9803102/6b855c8cabbf/pone.0278467.g002.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/c4f6/9803102/b08c2e397017/pone.0278467.g003.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/c4f6/9803102/b20585dbc24d/pone.0278467.g004.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/c4f6/9803102/3fabaa1fa714/pone.0278467.g005.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/c4f6/9803102/476dbd148170/pone.0278467.g006.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/c4f6/9803102/737fdc93c07b/pone.0278467.g007.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/c4f6/9803102/b920a16d2e79/pone.0278467.g008.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/c4f6/9803102/7de55142dd10/pone.0278467.g009.jpg

相似文献

1
Big data analysis of the impact of COVID-19 on digital game industrial sustainability in South Korea.大数据分析 COVID-19 对韩国数字游戏产业可持续性的影响。
PLoS One. 2022 Dec 30;17(12):e0278467. doi: 10.1371/journal.pone.0278467. eCollection 2022.
2
The Relationship Between Lockdowns and Video Game Playtime: Multilevel Time-Series Analysis Using Massive-Scale Data Telemetry.封锁措施与视频游戏时间的关系:利用大规模数据遥测的多层次时间序列分析。
J Med Internet Res. 2023 Nov 8;25:e40190. doi: 10.2196/40190.
3
Effects of digital game addiction on cardiovascular health behavior on secondary school students during the COVID-19 pandemic.新冠疫情期间中学生数字游戏成瘾对心血管健康行为的影响。
J Pediatr Nurs. 2023 May-Jun;70:117-125. doi: 10.1016/j.pedn.2023.03.001. Epub 2023 Mar 9.
4
The Effects of Playing Video Games on Stress, Anxiety, Depression, Loneliness, and Gaming Disorder During the Early Stages of the COVID-19 Pandemic: PRISMA Systematic Review.新冠疫情早期玩视频游戏对压力、焦虑、抑郁、孤独和游戏障碍的影响:PRISMA 系统评价。
Cyberpsychol Behav Soc Netw. 2022 Jun;25(6):334-354. doi: 10.1089/cyber.2021.0252. Epub 2022 May 27.
5
Public Interest in Immunity and the Justification for Intervention in the Early Stages of the COVID-19 Pandemic: Analysis of Google Trends Data.公众对免疫的关注和在 COVID-19 大流行早期阶段进行干预的正当性:谷歌趋势数据分析。
J Med Internet Res. 2021 Jun 18;23(6):e26368. doi: 10.2196/26368.
6
Citizens' Adherence to COVID-19 Mitigation Recommendations by the Government: A 3-Country Comparative Evaluation Using Web-Based Cross-Sectional Survey Data.公民对政府新冠疫情缓解建议的遵守情况:基于网络横断面调查数据的三国比较评估
J Med Internet Res. 2020 Aug 11;22(8):e20634. doi: 10.2196/20634.
7
Social activities, self-efficacy, game attitudes, and game addiction.社会活动、自我效能感、游戏态度和游戏成瘾。
Cyberpsychol Behav Soc Netw. 2011 Apr;14(4):213-21. doi: 10.1089/cyber.2009.0289. Epub 2010 Nov 10.
8
Single-Trial Recognition of Video Gamer's Expertise from Brain Haemodynamic and Facial Emotion Responses.基于脑血流动力学和面部情绪反应的视频游戏玩家专业技能单试验识别
Brain Sci. 2021 Jan 14;11(1):106. doi: 10.3390/brainsci11010106.
9
Significant paradigm of beauty ecosystem after COVID-19 pandemic in Republic of Korea.韩国新冠疫情后美容生态系统的重大转变。
J Cosmet Dermatol. 2022 Oct;21(10):4114-4121. doi: 10.1111/jocd.15192. Epub 2022 Aug 9.
10
Gaming- a bane or a boon-a systematic review.游戏:祸兮福兮——系统综述
Asian J Psychiatr. 2019 Apr;42:12-17. doi: 10.1016/j.ajp.2019.03.001. Epub 2019 Mar 6.

本文引用的文献

1
Social-ecological factors related to preventive behaviors during the COVID-19 pandemic in South Korea.与韩国 COVID-19 大流行期间预防行为相关的社会-生态因素。
PLoS One. 2022 Mar 31;17(3):e0266264. doi: 10.1371/journal.pone.0266264. eCollection 2022.
2
Empirical Study on Classifiers for Earlier Prediction of COVID-19 Infection Cure and Death Rate in the Indian States.关于印度各邦新冠病毒感染治愈率和死亡率早期预测分类器的实证研究
Healthcare (Basel). 2022 Jan 2;10(1):85. doi: 10.3390/healthcare10010085.
3
Prediction of COVID-19 spreading profiles in South Korea, Italy and Iran by data-driven coding.
基于数据驱动编码对韩国、意大利和伊朗的 COVID-19 传播情况进行预测。
PLoS One. 2020 Jul 6;15(7):e0234763. doi: 10.1371/journal.pone.0234763. eCollection 2020.
4
Fuzzy Ontology and LSTM-Based Text Mining: A Transportation Network Monitoring System for Assisting Travel.基于模糊本体论和 LSTM 的文本挖掘:一个用于辅助出行的交通网络监测系统。
Sensors (Basel). 2019 Jan 9;19(2):234. doi: 10.3390/s19020234.