英文摘要 |
The outbreak of the Covid- pandemic has had a huge impact. The world is facing unprecedented challenges in the history of mankind in epidemic prevention, social and economic aspects. In order to understand the impact of the epidemic on game players, this study consulted five game experts and surveyed players based on the theory of game motivation. The survey data were analyzed and discussed by means of factor analysis and analysis of variance. This study found that: ( ) Up to . % of people's jobs are completely unaffected by the epidemic, and . % of jobs receive even more income due to the need for epidemic prevention, while . % have been affected by severe unemployment and wage cuts. Moreover, the impact of the epidemic on the "life" of women and service industry groups is significantly greater than the impact on men and other industrial groups. ( ) During the epidemic or non-epidemic period, the most important game platforms for players have been mainly mobile games. The game art style that players like most is D cartoon ( . %), followed by D fantasy realism ( . %). During the non-epidemic period, players’ favorite game types were casual games ( . %), followed by simulation games ( . %). The type of games that players played more during the epidemic were action games; the type of games that players played less during the epidemic were platform games. ( ) Factor analysis found that game players can be classified into nine new types: combat killer, proficient, social, achievement, action, creative, adventure & immersion experience, hypercasual, and healing. ( ) There are significant differences and positive correlations in the "gaming habits and preferences" of different "game involvement" groups during the epidemic. The higher the " involvement group", the greater the effect on "habits and preferences of games" during the epidemic. ( ) There are significant differences and positive correlations between the "life" and "game habit preferences" of players in eight types of different score categories, including the battle-killer, proficient, social, action, creative, achievement, adventure & immersion experience and healing types. This shows that the greater the impact of the epidemic on the lives of these eight types of player groups, the greater the change in game habits and preferences. |