簡易檢索 / 詳目顯示

研究生: 謝育霖
YU-LIN HSIEH
論文名稱: 結合TAM模型與情緒分析預測遊戲下載之研究
A study of combing Technology Acceptance Model and Sentiment Analysis to Predict mobile's download
指導教授: 欒斌
Pin Luarn
口試委員: 陳正剛
Cheng-Kang Chen
林鴻文
Hong-Wen-Lin
學位類別: 碩士
Master
系所名稱: 管理學院 - 企業管理系
Department of Business Administration
論文出版年: 2020
畢業學年度: 108
語文別: 中文
論文頁數: 33
中文關鍵詞: 行動遊戲資料探勘科技接受模型網路口碑情緒分析
外文關鍵詞: mobile game, TAM, sentiment analysis,, electronic word-of-mouth, text mining
相關次數: 點閱:337下載:7
分享至:
查詢本校圖書館目錄 查詢臺灣博碩士論文知識加值系統 勘誤回報
  • 本研究旨在對遊戲玩家接受遊戲的使用意圖,提供一種結合TAM理論和情緒分析的全新研究方式。
    研究方法:透過python爬蟲取遊戲線上評論做分詞、LDA主題分類、情緒,將線上評論內含的正向情緒依照評論中的關鍵詞分類至認知有用、認知易用、經濟價值等TAM理論中的外部因子,以SVM預測代表使用意圖的APP下載數趨勢。
    研究發現:以本研究方式預測準確度皆超過70%且與TAM模型研究玩家遊戲接受度的結果相仿。
    學術意涵:首個嘗試跨領域,將TAM模型結合資料探勘、情緒分析的技術來對遊戲接受度進行研究,開啟了新研究領域。
    管理意涵:對APP下載數提供快速、有理論基礎的預測,給遊戲營運人員科學的決策參考。


    Is there a way to predict user’s intention to download a mobile game?
    Purpose-A lot of researches have studied why people play a game based on TAM model. In this paper, we would like to build another way basing on TAM & sentiment analysis skills. It will be a new way to study user’s intention toward downloading a mobile game. Then we design a way to analyze the users’ true intention, and finally provide a way for game publishers to make a view of users’ true options by the e-WOM
    Design/methodology/approach-In this study, we extracted the hidden topic model and emotional information from players’ comments. We used a support vector machine to merge the TAM model and ample information gathered from the on-line comments, which can be used to forecast the trend of APP’s downloads.
    Findings-As for this study, the highest forecast accuracy rate was 80% for the perceived usefulness, 70% of perceived ease of use,84% high for the economic cost.
    Research limitations/implications-This study focused only on accurately classifying the mobile game’s download trend based on hidden topics and sentiment features. In our future work, we would like to investigate the numeric relationship between mobile game’s download and online comments.
    Practical implications-Successful predictions of mobile's download movement tendency have obvious advantages. This study employs sentiment and topic analysis on players’ comments to predict mobile game’s download trend. This can help game publisher, to effectively evaluate the next steps on marketing operations.
    Originality/value-This study is, to the best of our knowledge, the first attempt to combine Technology Acceptance Model and Sentiment Analysis to Predict mobile game’s download trend in Taiwan.

    摘 要 ..................................................... i ABSTRACT .................................................... ii 誌 謝 ................................................... iii 圖目錄 ..................................................... v 表目錄 .................................................... vi 壹、 緒 論 ..................................................... 1 一、 研究背景 ............................................. 1 二、 研究動機 ............................................. 2 三、 研究目的 ............................................. 3 四、 研究流程與範圍 ....................................... 3 貳、 文獻探討 .................................................. 4 一、 行動遊戲之定義 ....................................... 5 二、 台灣遊戲產業的營運模式 ............................... 5 三、 遊戲玩家對一個遊戲接受度之相關研究 ................... 6 四、 線上口碑研究 ......................................... 7 五、 情緒分析 ............................................. 7 參、 研究方法 .................................................. 8 一、 TAM模型因子分類 ...................................... 8 二、 研究標的與區間 ...................................... 10 三、 資料處理與分析工具 .................................. 11 四、 語料收集與編碼 ...................................... 13 五、 情緒分析與因子分數計算 .............................. 17 肆、 分析與討論 ............................................... 18 一、 使用Sklearn的SVM進行預測 ............................ 18 二、 對離現在最近的評論進行分析 .......................... 19 三、 對離現在最遠的資料進行分析 .......................... 20 四、 以日期為依據分群做分析 .............................. 21 伍、 結 論 ........................................................................................................ 23 一、 學術意涵 ........................................................................................ 23 二、 管理意涵 ........................................................................................ 24 三、 研究限制與建議 ............................................................................ 24 陸、 參考文獻: .............................................................................................. 25

    李靜芳,2018。 "2018以科技接受模式探討網路口碑及網路廣告對手社群遊戲使用之影響." 明道學術論壇 第十卷第四期.
    李然、林政、林海倫、王偉平、孟丹,2018。 "文本情绪分析综述." 計算機研究與發展. 2018, 55(1): 30-52
    郝沛毅、歐仁彬、黃天受、林振穎、吳建生,2017 。"透過新聞文章預測股價漲跌趨勢- 結合情緒分析、主題模型與模糊支持向量機." 資訊管理學報 第二十五卷 第四期.
    黃金蘭、林以正、謝亦泰、程威銓,2012。 "中文版「語文探索與字詞計算」詞典之建立." 中華心理學刊 民101,54卷,2期: 185-201.
    黃俊堯、柳秉佑,2016。 "2016消費者線上口碑與評論研究:國內外相關文獻回 顧與討論." 臺大管理論叢 2016/9.
    萬琪、楊神2017。 "中文情绪分析方法研究综述." 現代計算機 2017.01.
    App Annie (2020). 2020移動市場報告, App Annie Inc. 2020.
    gamelook (2020). "2022年手游全球买量投入将达485亿美元." Retrieved 5/11, 2020, 取自http://www.gamelook.com.cn/2020/03/382223.
    Stephens-Davidowitz, S. (2017). 數據、謊言與真相:Google資料分析師用大數據揭露人們的真面目. 台北,商周出版
    TVBS (2019). "遊戲產值逾四兆! 童子賢:超越好萊塢票房10倍." 取自news.tvbs.com.tw/life/1072226?from=Copy_content.
    ALOMARI, K. M. (2017). "Predicting Mobile Game Success Using Data Analytics."
    Archak, N., et al. (2011). "Deriving the Pricing Power of Product Features by Mining Consumer Reviews." Management Science 2011 57:8, 1485-1509
    Chin Lung Hsu, H. P. L. (2004). "Why do people play on-line games? An extended TAM with social influences and flow experience." Information & Management 41(7): 853-868.
    Chinomona, R. (2013). "Mobile Gaming Perceived Enjoyment and Ease of Play as Predictors of Student Attitude and Mobile Gaming Continuance Intention." Mediterranean Journal of Social Sciences November 2013: 237-247.
    Davis, F. D. (1989). "Perceived Usefulness, Perceived Ease of Use, and User Acceptance of Information Technology." MIS Quarterly September 1989: 319.
    Decker, R. M., Trusov (2010). "Estimating aggregate consumer preferences from online product reviews." International Journal of Research in Marketing 27(4): 293-307.
    Goh, K.-Y., et al. (2013). "Social Media Brand Community and Consumer Behavior: Quantifying the Relative Impact of User- and Marketer-Generated Content."
    26
    HomeInformation Systems Research Vol. 24, No. 1.
    Guoyin, J., et al. (2015). "Mobile Game Adoption in China: the Role of TAM and Perceived Entertainment, Cost, Similarity and Brand Trust." International Journal of Hybrid Information Technology 8(4): 213-232.
    HU, N., et al. (2014). "Ratings Lead you to the Product Reviews Help you Clinch it_ The." Decision Support Systems 57: 42-53.
    Ludwig, S. d. r., ko & Friedman, Mike & Brüggen, Elisabeth & Wetzels, Martin & Pfann, Gerard. (2013). "More Than Words: The Influence of Affective Content and Linguistic Style Matches in Online Reviews on Conversion Rates." Journal of Marketing 77(1): 87-103.
    Park, E., et al. (2014). "Determinants of player acceptance of mobile social network games: An application of extended technology acceptance model." Telematics and Informatics 31(1): 3-15.
    Wei, P.-S. and H.-P. Lu (2014). "Why do people play mobile social games? An examination of network externalities and of uses and gratifications." Internet Research 24(3): 313-331.
    Zhou, T. (2012). "Understanding the effect of flow on user adoption of mobile games." Personal and Ubiquitous Computing 17(4): 741-748.
    Zhou, W., ;Duan, Wenjing (2012). "Online user reviews, product variety, and the long tail: An empirical investigation on online software downloads." Electronic Commerce Research and Applications 11(3): 275-289.
    Zhu, D.-S., et al. (2012). "Using the technology acceptance model to evaluate user attitude and intention of use for online games." Total Quality Management & Business Excellence 23(7-8): 965-980.

    QR CODE