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姓名 李靜文(Ching-Wen Lee)  查詢紙本館藏   畢業系所 企業管理學系
論文名稱 應用文字探勘技術分析遊戲產業趨勢:以兩大遊戲展之相關推文為例
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摘要(中) 隨著科技進步、消費者習慣改變,作為產業縮影的遊戲展呈現近年來遊戲產業的變革。社群媒體的興盛,越來越多群眾喜歡在社群平台上針對遊戲展進行評論,整個社群平台匯集了產業各方多元的資訊。本研究從遊戲展切入,選擇E3以及Gamescom作為關鍵字撈取社群平台上的推文,應用文字探勘的技術分析遊戲展上群眾所關注的議題。推文結果呈現出2015-2016年度各家展商運用了多種經營方式,包含積極與群眾互動,例如經營社群平台、利用贈品或舉辦活動來深化品牌形象;展開商務合作,例如與硬體設備商異業結盟來提供高規格的遊戲體驗;善用意見領袖的力量,例如藉助直播等串流媒體,請Youtuber實況宣傳遊戲或是評論展場看點。此外,2015-2016年度群眾討論的遊戲多具備以下特質,例如自由度,劇情內容,定期更新,虛擬實境以及擴充實境技術等。透過對比,總結出的關鍵字說明兩個展會的性質差異,提供了廠商在展場資源投放的策略參考。本研究有助於快速掌握群眾對於產業的關切面向,協助遊戲產業的廠商及早進行策略上的佈局。
摘要(英) With the advancement of the technology and the change of the consumer behavior, the game expo has demonstrated the transformation of the entire industry of the video game. Many people would like to comment the game expo through the online social media platform due to its popularity. In other words, the social media platform has gathered different kinds of information from different perspectives of the game industry. This research chose the “E3” and “Gamescom” as key words in order to collect the tweets from the social media platform. In the meantime, this research utilized the text mining skills to analyze what kind of issues caught much attention from the people in the game expo. The results from the tweets portrayed the vendor who utilized different kinds of approaches to get people’s attention in the game expo during the year from 2015 to 2016. The approaches include interacting with people such as operating online social media platform, providing high quality game experience to people through cooperated with the hardware company and inviting the Youtuber to propagate the video game or gave the viewpoints about the game expo. In addition, the video game had the following attributes, for example, degree of freedom, well contents, updating periodically and applying AR or VR skills would be discussed very often by people in 2015 to 2016. By the comparison, the key words from text mining demonstrated the difference between the two expos. In short, this research could realize what kind of perspectives people really cared about, helping the company in the game industry to engage the business strategy.
關鍵字(中) ★ 遊戲產業
★ 遊戲展
★ 社群媒體
★ 文字探勘
關鍵字(英)
論文目次 目錄
中文摘要 i
ABSTRACT ii
誌謝 iii
表目錄 vi
圖目錄 viii
第一章 緒論 1
1.1研究背景與動機 1
第二章 文獻探討 4
2.1遊戲產業演進 4
2.2遊戲展 9
第三章 研究方法 12
3.1資料蒐集 12
3.2文字剖析與篩選 15
3.3文字整理 17
第四章 研究結果與討論 20
4.1 Electronic Entertainment Exposition 20
4.1.1 2015 E3 20
4.1.2 2016 E3 40
4.2 Gamescom 55
4.2.1 2015 GC 55
4.2.2 2016 GC 71
4.3 小結 86
第五章 結論 90
5.1研究結論 90
5.2 研究限制及未來研究方向 92
參考資料 93
參考文獻

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指導教授 沈建文 審核日期 2017-6-23
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