COVID-19对电子游戏行业的影响

Deniz Şener, Türkan Yalçın, Osman Gulseven
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引用次数: 10

摘要

COVID-19大流行给许多行业带来了意想不到的后果。其中一个行业就是电子游戏行业。人们增加了呆在家里的时间,他们转向玩游戏来社交和摆脱压力。在本研究中,我们旨在研究COVID-19对游戏行业的影响。在研究的第一部分中,我们讨论了游戏在疫情期间对人们的社会和心理影响。调查调查了ea、动视暴雪、育碧、Capcom、Take-Two等游戏行业主要公司的股价,以及拥有数百万用户的数字游戏平台Steam的日活跃用户和活跃玩家数量。我们发现每日活跃玩家和用户数量都在显著增加。建立了游戏行业大公司增加其股票价值的假设,并通过假设检验证实了这一假设。我们审查了大流行时期、该部门的增长以及这种增长的经济层面。由于电子游戏需求的增加,游戏公司的股价也在上涨。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
The Impact of COVID-19 on the Video Game Industry
The COVID-19 pandemic has had unexpected consequences for many industries. One of these industries is the video game industry. People increased their time at home, and they turned to play games to socialize and get away from stress. In this study, we aim to examine the effects of COVID-19 on the game industry. In the first part of our study, we discussed the social and psychological effects of games on people during the pandemic period. The share values of essential companies in the gaming industry such as Electronic Arts, Activision-Blizzard, Ubisoft, Capcom, and Take-Two and the number of daily active users and active players of Steam, the digital game platform with millions of users, were examined. We observed that there is a significant increase in the number of active players and users daily. The hypothesis that large companies in the gaming industry increased their share values were established, and this hypothesis was confirmed as a result of the hypothesis tests. We examined the pandemic period, the sector's growth, and the economic dimension of this increase. Due to the increase in the demand for video games, game companies' stock prices are also increasing.
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