当今社会,随着计算机科学技术的蓬勃发展,电子竞技作为一个新兴行业已经悄然融入到了我们的日常生活中。由于新冠疫情的影响,人们对于电子竞技行业的关注度也在逐步上升。在玩游戏的人群中,有87%的人关注过电子竞技。本文通过问卷星收...当今社会,随着计算机科学技术的蓬勃发展,电子竞技作为一个新兴行业已经悄然融入到了我们的日常生活中。由于新冠疫情的影响,人们对于电子竞技行业的关注度也在逐步上升。在玩游戏的人群中,有87%的人关注过电子竞技。本文通过问卷星收集电子数据的方式获取样本,对我国电子竞技关注度的总体趋势做了调查分析,通过描述性分析对调查对象的基本情况、玩电子游戏的基本情况进行了分析。通过假设检验的方法检验了关注电子竞技的总体程度,结果为玩游戏的人群中对电子竞技的关注更高。运用无序多分类logistics回归分析的方法总结了电子竞技关注度的显著影响因素。其中,中大型城市的人们更加关注电子竞技,玩游戏的女性比男性对电子竞技的关注度更高。通过判别分析的方法将玩游戏的人群分成不怎么关注电子竞技和经常关注电子竞技两大类。运用主成分分析的方法计算电子游戏对人们影响的综合得分,再将得分分类进行交叉分析,分析结果为:相比于小城市,大城市玩游戏的人群更容易在游戏中受到消极影响。学历高的人更容易受到电子游戏的消极影响。收集电子竞技产业各年度报告数据,运用时间序列分析的方法预测了电子竞技行业的未来发展前景,用户逐渐趋于饱和。根据以上得到的结论给出相应建议。Nowadays society, with the boom of computer science and technology, e-sports as an emerging industry has been quietly integrated into our daily life. Due to the impact of COVID-19, people’s attention to the e-sports industry has gradually increased. Of those who played the game, 87 percent had paid attention to e-sports. This thesis investigates and analyzes the general trend of e-sports attention in China by collecting electronic data from questionnaire stars, through descriptive analysis, the basic situation of respondents and playing video games was analyzed. The overall level of attention in e-sports was examined by hypothesis testing, and the results showed that the interest in e-sports was higher among the people who played the games. This thesis summarizes the significant influencing factors of e-sports attention by using the method of unordered multicategorical logistics regression analysis. Among them, people in medium and large cities pay more attention to e-sports, and women who play video games generally pay more attention to e-sports than men. Through the method of discriminant analysis, the people who play games are divided into two categories: those who do not pay much attention to e-sports and those who pay a lot of attention to e-sports. Principal component analysis was used to calculate the comprehensive score of the influence of video games on people, and then the scores were categorized for cross-tabulation analysis. The results show that people who play video games in big cities are more likely to be negatively affected by the game than those in small cities. People with higher education are more likely to be negatively affected by video games. Collecting various annual report data of e-sports industry, the time series analysis was used to predict the future development prospects of e-sports industry, with users gradually becoming saturated. According to the above conclusions, corresponding suggestions are given.展开更多
文摘当今社会,随着计算机科学技术的蓬勃发展,电子竞技作为一个新兴行业已经悄然融入到了我们的日常生活中。由于新冠疫情的影响,人们对于电子竞技行业的关注度也在逐步上升。在玩游戏的人群中,有87%的人关注过电子竞技。本文通过问卷星收集电子数据的方式获取样本,对我国电子竞技关注度的总体趋势做了调查分析,通过描述性分析对调查对象的基本情况、玩电子游戏的基本情况进行了分析。通过假设检验的方法检验了关注电子竞技的总体程度,结果为玩游戏的人群中对电子竞技的关注更高。运用无序多分类logistics回归分析的方法总结了电子竞技关注度的显著影响因素。其中,中大型城市的人们更加关注电子竞技,玩游戏的女性比男性对电子竞技的关注度更高。通过判别分析的方法将玩游戏的人群分成不怎么关注电子竞技和经常关注电子竞技两大类。运用主成分分析的方法计算电子游戏对人们影响的综合得分,再将得分分类进行交叉分析,分析结果为:相比于小城市,大城市玩游戏的人群更容易在游戏中受到消极影响。学历高的人更容易受到电子游戏的消极影响。收集电子竞技产业各年度报告数据,运用时间序列分析的方法预测了电子竞技行业的未来发展前景,用户逐渐趋于饱和。根据以上得到的结论给出相应建议。Nowadays society, with the boom of computer science and technology, e-sports as an emerging industry has been quietly integrated into our daily life. Due to the impact of COVID-19, people’s attention to the e-sports industry has gradually increased. Of those who played the game, 87 percent had paid attention to e-sports. This thesis investigates and analyzes the general trend of e-sports attention in China by collecting electronic data from questionnaire stars, through descriptive analysis, the basic situation of respondents and playing video games was analyzed. The overall level of attention in e-sports was examined by hypothesis testing, and the results showed that the interest in e-sports was higher among the people who played the games. This thesis summarizes the significant influencing factors of e-sports attention by using the method of unordered multicategorical logistics regression analysis. Among them, people in medium and large cities pay more attention to e-sports, and women who play video games generally pay more attention to e-sports than men. Through the method of discriminant analysis, the people who play games are divided into two categories: those who do not pay much attention to e-sports and those who pay a lot of attention to e-sports. Principal component analysis was used to calculate the comprehensive score of the influence of video games on people, and then the scores were categorized for cross-tabulation analysis. The results show that people who play video games in big cities are more likely to be negatively affected by the game than those in small cities. People with higher education are more likely to be negatively affected by video games. Collecting various annual report data of e-sports industry, the time series analysis was used to predict the future development prospects of e-sports industry, with users gradually becoming saturated. According to the above conclusions, corresponding suggestions are given.