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  • 學位論文

使用者於疫情期間對兩種線上遊戲的看法研究

Research on Users’Perceptions of Two Online Games During Epidemic

指導教授 : 張瑞雄

摘要


COVID-19 改變了大多數人的生活,政府對許多場所進行人流管制、公司採取 居家上班等防疫措施,造成人民出現心情低落及焦慮問題。因為疫情的影響及科技 的進步,線上遊戲產業的影響力逐漸升高,但研究線上遊戲公司未來發展策略的研 究甚少。 本研究以傳說對決及英雄聯盟:激鬥峽谷兩款遊戲為例,從社群平台 Dcard 上 爬取貼文,透過文本探勘、情緒分析及 LDA 主題分析,探討人們是否因為疫情使 生活及心情受到影響,並分析兩款遊戲玩家最不滿的主題,再利用問卷調查加以補 充說明。 研究結果顯示在臺灣疫情三級警戒期間,人們不會因為心情的低落與焦慮而 在社群媒體Dcard發布較多負面的貼文,根據問卷調查有將近一半的人出現心情 低落的現象,並且18歲以下的比例最高,18歲以下的青少年應維持正常生活作 息。傳說對決與英雄聯盟:激鬥峽谷兩款遊戲中最令使用者感到不滿的主題均跟 玩家行為有關,針對玩家行為制定更嚴厲的懲處制度可以增加使用者的正面評 價。本研究旨在分析使用者的意見,讓企業進一步了解使用者的想法,盼此研究 可以提供給遊戲相關業者做為改進的參考依據。

並列摘要


COVID-19 has changed the lives of most people. The government has implemented crowd control measures in many places, and companies have taken work from home, causing people to feel depressed and anxious. Due to the impact of the epidemic and the advancement of technology, the influence of the video game industry has gradually increased, but there are few studies on the future development strategies of video game companies. This research takes two games, Arena of Valor and League of Legends: Wild Rift, as examples. The posts are crawled from the social platform Dcard. Through text mining, sentiment analysis, and LDA theme analysis, it explores whether people's lives and moods are affected by the epidemic, and analyzes the most dissatisfied themes of the two game players, and then uses questionnaires to supplement them. The results of the study show that during the three-level alert period of the epidemic in Taiwan, people did not post more negative posts on social media Dcard because of their depression and anxiety. According to the questionnaire survey, nearly half of the people were depressed, and the proportion under the age of 18 was the highest. Teenagers under the age of 18 should maintain a normal life and rest. The most frustrating themes in both Arena of Valor and League of Legends: Wild Rift were related to player behavior, and tougher penalties for player behavior could increase positive user reviews. The purpose of this research is to analyze the opinions of users, so that enterprises can further understand the thoughts of users. It is hoped that this research can be provided as a reference for improvement by game-related industry players.

參考文獻


中文文獻
學位論文:
[1] 吳俊緯(2021) 整合網路爬蟲與文字探勘於分析顧客導向之旅遊規劃- 以 Dcard 為例。東海大學電機工程研究所碩士學位論文。
[2] 高詩筑(2018)探討 Dcard 社群平台對大專校院學生消費者決策模型之影響- 以 Dcard 美食版為例。朝陽科技大學
[3] 劉倫嘉(2020)運用文字探勘與文本情感分析技術探討消費者評 論-以 Booking.com 網站為例。國立高雄科技大學 智慧商務系碩士在職專班碩 士論文。

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