Classifying Electronic Word of Mouth and Competitive Position in Online Game Industry

B. Manuel, D. Tricahyono
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引用次数: 8

Abstract

The number of online review in online game industry growing significantly along with growing rateof internet adoption. With abundant number of data, one can acquire limitless insight, for example,information regarding of electronic word-of-mouth (e-WOM) whom greatly affecting consumerbehavior and business performance. Knowledge of e-WOM can be used as competitive intelligenceto deal with industrial competition. Therefore, this research answers how to classify e-WOM, whatare e-WOM aspects emerge in MMOFPS game, and how does comparison of e-WOM positivitybetween the three MMOFPS Game used as research objects. Dataset are constructed from Reviewpage of Steam website for respective games with total 499 reviews used as sample data. Then theanalysis conducted using Orange and Indico API as tools. Therefore, we found several noun wordsfrequently used as opinion target and we also found out that in aspect-level comparison, Game 2gain the highest e-WOM positivity value in community aspect and Game 1 gain the highest e-WOMpositivity value in general aspect. Thus, each respective game developer can manage to furtherdevelop their strategies from the information of their competitive position in the industry
网络游戏行业电子口碑与竞争地位的分类
随着互联网普及率的提高,在线游戏行业的在线评论数量也在显著增长。有了大量的数据,人们可以获得无限的洞察力,例如关于电子口碑(e-WOM)的信息,它极大地影响着消费者的行为和企业的绩效。电子口碑知识可以作为应对行业竞争的竞争情报。因此,本研究回答了如何对电子口碑进行分类,电子口碑在MMOFPS游戏中出现了哪些方面,以及作为研究对象的三款MMOFPS游戏之间的电子口碑积极性如何比较。数据集由Steam网站的Reviewpage为各自的游戏构建,共499条评论作为样本数据。然后以Orange和Indico API为工具进行分析。因此,我们找到了几个经常使用的名词词作为意见目标,我们也发现在方面层面的比较中,游戏2在社区方面获得了最高的e- womtivity值,游戏1在一般方面获得了最高的e- womtivity值。因此,每个游戏开发者都可以根据自己在行业中的竞争地位信息,进一步制定自己的策略
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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