网络游戏玩家行为偏好研究及应用
The preference behavior analysis of net gamers
摘要
近年来,我国网络游戏产业获得了飞速发展,在宏观经济层面和微观企业层面均取得了巨大成功,使得大量资本纷纷涌入网络游戏产业;但另一方面,目前我国网络游戏产业在产品开发、运营和渠道维护等环节上还存在着不少问题。因此,对网络游戏产业进行研究,以提出适应我国网络游戏产业发展的方向和对策就显得迫切而必要。
在上述背景下,本论文运用规范研究与实证研究相结合的方法,从偏好理论的角度切入对我国网络游戏产业的研究,以期能为经营网络游戏企业的研发和决策、网络游戏产业的良性发展、乃至政府的宏观调控等提供有益的参考。在这种研究思路的指导下,本论文研究包括如下主要内容:
首先,对网络游戏及其产业研究概况进行了综述。介绍了网络游戏的定义及分类、世界网络游戏的发展概况,并着重对网络游戏产业的研究进行了综述。
其次,对中国网络游戏玩家行为偏好进行了实证分析。从“偏好的内涵、偏好与欲望、偏好与利益”概述了偏好的基本理论;在偏好理论指导下,从“网络游戏玩家行为偏好分析模型设计及其解释”两方面,确立了网络游戏玩家行为偏好分析的模型;设计了实证方案,展开对中国网络游戏玩家行为偏好的实证研究分析。
最后,在上述理论分析和实证研究的基础上,运用偏好理论、从网络游戏的开发、运营和渠道这三方面提出了发展我国网络游戏产业的对策和建议。
关键词:网络游戏;玩家;行为;偏好
ABSTARCT
In recent years, China's online game industry has gotten a rapid development. At the levels of the macroeconomic and micro-enterprise, the industry has made a tremendous success that attracts a large number of capital; But on the other hand, there are also some problems in product development, operation and channels maintenance in China's online game industry. Therefore, it is urgent and necessary to study the online game industry and to put forward countermeasures.
Under the background described above, this paper uses the method of standardized research and positive study and starts the research from the point of preferences in the view of providing the useful reference in the research and decision-making, the development o无忧论文 【http://www.uklunwen.com】f the online game industry and the government's macro-control. Guided by the ideas of study above, we designed the following main contents:
First of all, I reviewed the existed literature of on-line game industry, which takes a weight on the reseach of net game industry, and also introduced the definition, the classification of the net game, and the history of the net game.
Secondly, I made the positive analysis of the industry from three points which include “the meaning of the preference, comparing the preference to the desire and the the interests”.Then the author designed a preference survey model from the following aspects: the design of preference survey model and its explanations”; Then, I did a empirical analysis for the players preference of China.
Finally, on the basis of theory analysis and empirical research described above, I put forward some advises from three aspects that are the development, management and channels of online game industry.
Keywords: network games;net gamers;behavior;preference;
目录
摘要 I
ABSTARCT II
1、前言 1
1.1、研究背景和问题的提出 1
1.2、框架思路和主要内容 3
2、网络游戏及行为偏好研究综述 4
2.1、网络游戏简介 4
2.1.1、电子游戏定义及分类 4
2.1.2、网络游戏定义及分类 4
2.1.3、世界网络游戏发展概况 6
2.2、网络游戏产业与游戏行为研究综述 7
2.2.2、关于网络游戏产业的研究综述 7
2.2.1、关于网络游戏行为的研究综述 错误!未定义书签。
2.3、行为偏好研究概述 错误!未定义书签。
2.3.1、偏好的内涵 错误!未定义书签。
2.3.2、偏好、欲望与利益 错误!未定义书签。
2.3.3、偏好行为的影响因素 错误!未定义