Electronic gamble industry under the pandemic: Impact on business activities and customer behavior in Chinese market
Autor(a) principal: | |
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Data de Publicação: | 2022 |
Tipo de documento: | Dissertação |
Idioma: | eng |
Título da fonte: | Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos) |
Texto Completo: | http://hdl.handle.net/10071/28242 |
Resumo: | The COVID-19 pandemic started to spread globally rapidly from the end of 2019, and the continuous variation of the virus led many negative problems to the public health as well as the economic environment, became one of the most serious crises in human history. Diverse restriction strategies were issued by governments with the aim to overcome the spread of COVID-19, including social control and business activities restrictions, which effectively reduced the infected cases, but meanwhile, brought the second layer of influences on the economic. This study is focus on figuring out the influences raised by the COVID-19 pandemic in the gaming industry from the end of 2019, which is to investigate the changes in business activities and economic performances of the gaming companies as well as the behaviors of the gaming markets’ customers. The collecting of primary data follows a descriptive method, and the further analysis is based on the pervious studies of the gaming industry. The result of this dissertation showed that though some disruptions occurred in the business operations, overall, the gaming industry obtained an increasing trend in the revenue performances and positive developments during the pandemic, whether the console, personal computer or mobile gaming segments. Moreover, the study also found that the pandemic related influences on the customer behaviors brought mutually beneficial on both the customer and the gaming companies. |
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Electronic gamble industry under the pandemic: Impact on business activities and customer behavior in Chinese marketGame industryCOVID-19Pandemic influencesIndústria do jogoInfluências pandêmicasComportamento do consumidor -- Consumer behaviorThe COVID-19 pandemic started to spread globally rapidly from the end of 2019, and the continuous variation of the virus led many negative problems to the public health as well as the economic environment, became one of the most serious crises in human history. Diverse restriction strategies were issued by governments with the aim to overcome the spread of COVID-19, including social control and business activities restrictions, which effectively reduced the infected cases, but meanwhile, brought the second layer of influences on the economic. This study is focus on figuring out the influences raised by the COVID-19 pandemic in the gaming industry from the end of 2019, which is to investigate the changes in business activities and economic performances of the gaming companies as well as the behaviors of the gaming markets’ customers. The collecting of primary data follows a descriptive method, and the further analysis is based on the pervious studies of the gaming industry. The result of this dissertation showed that though some disruptions occurred in the business operations, overall, the gaming industry obtained an increasing trend in the revenue performances and positive developments during the pandemic, whether the console, personal computer or mobile gaming segments. Moreover, the study also found that the pandemic related influences on the customer behaviors brought mutually beneficial on both the customer and the gaming companies.A pandemia de COVID-19 começou a se espalhar globalmente rapidamente a partir do final de 2019, e a variação contínua do vírus levou muitos problemas negativos à saúde pública, bem como ao ambiente econômico, tornando-se uma das crises mais graves da história da humanidade. Diversas estratégias de restrição foram emitidas pelos governos com o objetivo de superar a disseminação do COVID-19, incluindo controle social e restrições às atividades empresariais, o que efetivamente reduziu os casos infectados, mas, por sua vez, trouxe a segunda camada de influências na economia. Este estudo tem como foco descobrir as influências levantadas pela pandemia de COVID-19 na indústria de jogos a partir do final de 2019, que é investigar as mudanças nas atividades comerciais e desempenhos econômicos das empresas de jogos, bem como os comportamentos dos jogadores. clientes dos mercados. A coleta de dados primários segue um método descritivo, e a análise posterior é baseada em estudos anteriores da indústria de jogos. O resultado desta dissertação mostrou que apesar de terem ocorrido algumas interrupções nas operações comerciais, globalmente, a indústria do jogo obteve uma tendência crescente nos desempenhos das receitas e evoluções positivas durante a pandemia, quer nos segmentos de consolas, computadores pessoais ou jogos móveis. Além disso, o estudo também descobriu que as influências relacionadas à pandemia no comportamento do cliente trouxeram benefícios mútuos tanto para o cliente quanto para as empresas de jogos.2023-03-08T20:20:12Z2023-01-30T00:00:00Z2023-01-302022-11info:eu-repo/semantics/publishedVersioninfo:eu-repo/semantics/masterThesisapplication/pdfhttp://hdl.handle.net/10071/28242TID:203221397engLiang Yanqiinfo:eu-repo/semantics/openAccessreponame:Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos)instname:Agência para a Sociedade do Conhecimento (UMIC) - FCT - Sociedade da Informaçãoinstacron:RCAAP2023-11-09T17:47:53Zoai:repositorio.iscte-iul.pt:10071/28242Portal AgregadorONGhttps://www.rcaap.pt/oai/openaireopendoar:71602024-03-19T22:23:17.696696Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos) - Agência para a Sociedade do Conhecimento (UMIC) - FCT - Sociedade da Informaçãofalse |
dc.title.none.fl_str_mv |
Electronic gamble industry under the pandemic: Impact on business activities and customer behavior in Chinese market |
title |
Electronic gamble industry under the pandemic: Impact on business activities and customer behavior in Chinese market |
spellingShingle |
Electronic gamble industry under the pandemic: Impact on business activities and customer behavior in Chinese market Liang Yanqi Game industry COVID-19 Pandemic influences Indústria do jogo Influências pandêmicas Comportamento do consumidor -- Consumer behavior |
title_short |
Electronic gamble industry under the pandemic: Impact on business activities and customer behavior in Chinese market |
title_full |
Electronic gamble industry under the pandemic: Impact on business activities and customer behavior in Chinese market |
title_fullStr |
Electronic gamble industry under the pandemic: Impact on business activities and customer behavior in Chinese market |
title_full_unstemmed |
Electronic gamble industry under the pandemic: Impact on business activities and customer behavior in Chinese market |
title_sort |
Electronic gamble industry under the pandemic: Impact on business activities and customer behavior in Chinese market |
author |
Liang Yanqi |
author_facet |
Liang Yanqi |
author_role |
author |
dc.contributor.author.fl_str_mv |
Liang Yanqi |
dc.subject.por.fl_str_mv |
Game industry COVID-19 Pandemic influences Indústria do jogo Influências pandêmicas Comportamento do consumidor -- Consumer behavior |
topic |
Game industry COVID-19 Pandemic influences Indústria do jogo Influências pandêmicas Comportamento do consumidor -- Consumer behavior |
description |
The COVID-19 pandemic started to spread globally rapidly from the end of 2019, and the continuous variation of the virus led many negative problems to the public health as well as the economic environment, became one of the most serious crises in human history. Diverse restriction strategies were issued by governments with the aim to overcome the spread of COVID-19, including social control and business activities restrictions, which effectively reduced the infected cases, but meanwhile, brought the second layer of influences on the economic. This study is focus on figuring out the influences raised by the COVID-19 pandemic in the gaming industry from the end of 2019, which is to investigate the changes in business activities and economic performances of the gaming companies as well as the behaviors of the gaming markets’ customers. The collecting of primary data follows a descriptive method, and the further analysis is based on the pervious studies of the gaming industry. The result of this dissertation showed that though some disruptions occurred in the business operations, overall, the gaming industry obtained an increasing trend in the revenue performances and positive developments during the pandemic, whether the console, personal computer or mobile gaming segments. Moreover, the study also found that the pandemic related influences on the customer behaviors brought mutually beneficial on both the customer and the gaming companies. |
publishDate |
2022 |
dc.date.none.fl_str_mv |
2022-11 2023-03-08T20:20:12Z 2023-01-30T00:00:00Z 2023-01-30 |
dc.type.status.fl_str_mv |
info:eu-repo/semantics/publishedVersion |
dc.type.driver.fl_str_mv |
info:eu-repo/semantics/masterThesis |
format |
masterThesis |
status_str |
publishedVersion |
dc.identifier.uri.fl_str_mv |
http://hdl.handle.net/10071/28242 TID:203221397 |
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http://hdl.handle.net/10071/28242 |
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TID:203221397 |
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eng |
language |
eng |
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info:eu-repo/semantics/openAccess |
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openAccess |
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application/pdf |
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reponame:Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos) instname:Agência para a Sociedade do Conhecimento (UMIC) - FCT - Sociedade da Informação instacron:RCAAP |
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Agência para a Sociedade do Conhecimento (UMIC) - FCT - Sociedade da Informação |
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RCAAP |
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RCAAP |
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Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos) |
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Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos) |
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Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos) - Agência para a Sociedade do Conhecimento (UMIC) - FCT - Sociedade da Informação |
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1799134794576035840 |