Responsive image
博碩士論文 etd-0625122-204526 詳細資訊
Title page for etd-0625122-204526
COVID-19 疫情對電子遊戲產業之影響 —以 Nintendo Switch 為例
The impact of COVID-19 epidemic on video game industry –Take Nintendo Switch for instance
Year, semester
Number of pages
Jim Chun-Chin Huang
Advisory Committee
She, Po - Wen
Date of Exam
Date of Submission
遊戲主機、傾向分數配對法、COVID-19、電子遊戲產業、平均處理效 應
game console, Propensity score matching, COVID-19, video game industry, average treatment effect
本論文已被瀏覽 462 次,被下載 0
The thesis/dissertation has been browsed 462 times, has been downloaded 0 times.
近年來 COVID-19 疫情肆虐各地,為配合政府的防疫策略,大多數人都選擇 減少戶外活動,正因如此,許多產業受到嚴重的負向衝擊。但,在這百業蕭條的 環境下,電子遊戲產業卻呈現逆勢成長之姿。
故,本研究將透過臺灣某電商公司之遊戲主機銷售數據,利用傾向分數配對 法( Propensity Score Matching )估算臺灣各縣市是否有新增確診個案對於各縣市遊 戲主機銷售之 Average treatment effect,以此探討 COVID-19 疫情對於電子遊戲產 業之實質影響。
研究結果表明,COVID-19 的出現確實會對遊戲產業帶來正面的影響,但同 時結果也表明,若是政府執行了嚴格的防疫政策,會對遊戲機的銷售帶來負面的 影響,與以往的文獻呈現較為不同的結果。
In recent years, the COVID-19 pandemic has ravaged all over the world. In order to cooperate with the government's pandemic prevention strategy, most people choose to reduce the frequency of doing outdoor activities. As a result, many industries have been severely and negatively impacted. However, in such economic depression, the video gaming industry has grown against the depression.
Therefore, this study will use the game console sales data of an e-commerce company in Taiwan, and use the Propensity Score Matching method to estimate whether there is an Average treatment effect due to new confirmed cases in each county and city. In this way, we explore the substantial impact of the COVID-19 pandemic on the video gaming industry.
The research results show that the emergence of COVID-19 will indeed have a positive impact on the video gaming industry, but at the same time, the results also show that if the government implements strict disease prevention policies, it will have a negative impact on the sales of game consoles. This research presents different results from past studies.
目次 Table of Contents
學位論文審定書 i
摘要 ii
目錄 iv
圖次 vi
表次 vii
壹、緒論 1
一、研究背景 1
(一) COVID-19 1
(二) 電子遊戲產業 2
(三) 疫情的契機 3
二、研究動機與目的 4
三、研究問題 4
四、本文架構 5
貳、文獻回顧 6
一、COVID-19對經濟的影響 6
二、COVID-19對電子遊戲產業的影響 6
(一) 遊戲玩家增加 6
(二) 股價反應 7
(三) 過往SARS的影響 9
三、心理因素 9
四、傾向分數配對 11
參、研究方法 15
一、研究資料介紹 15
二、外部資料 15
三、模型介紹 20
肆、研究結果 24
一、探索性資料分析 24
二、多元回歸分析 29
三、傾向分數配對 35
伍、結論與建議 46
一、研究結論 46
二、未來研究建議 47
參考文獻 48
一、英文文獻 48
二、中文文獻 50
三、參考網站 51

參考文獻 References
Abadie, A., & Imbens, G. W. (2016). Matching on the estimated propensity score. Econometrica, 84(2), 781-807.
Amin, K. P., Griffiths, M. D., & Dsouza, D. D. (2020). Online gaming during the COVID-19 pandemic in India: Strategies for work-life balance. International Journal of Mental Health and Addiction, 1-7.
Caliendo, M., & Kopeinig, S. (2008). Some practical guidance for the implementation of propensity score matching. Journal of economic surveys, 22(1), 31- 72.
Cao, W., Fang, Z., Hou, G., Han, M., Xu, X., Dong, J., & Zheng, J. (2020). The psychological impact of the COVID-19 epidemic on college students in China. Psychiatry research, 287, 112934.
Dawson, D. L., & Golijani-Moghaddam, N. (2020). COVID-19: Psychological flexibility, coping, mental health, and wellbeing in the UK during the pandemic. Journal of contextual behavioral science, 17, 126-134.
Daniele Micci-Barreca. 2001. A preprocessing scheme for high-cardinality categorical attributes in classification and prediction problems. SIGKDD Explor. Newsl. 3, 1 (July 2001), 27–32.
Dube, K., Nhamo, G., & Chikodzi, D. (2021). COVID-19 cripples global restaurant and hospitality industry. Current Issues in Tourism, 24(11), 1487-1490.
Guo, S., & Fraser, M. W. (2014). Propensity score analysis: Statistical methods and applications (Vol. 11). SAGE publications.
Heinrich, C., Maffioli, A., & Vazquez, G. (2010). A primer for applying propensity-score matching. Inter-American Development Bank.
Höfler, M. (2005). Causal inference based on counterfactuals. BMC medical research methodology, 5(1), 1-12.
Johnson, M. L., Crown, W., Martin, B. C., Dormuth, C. R., & Siebert, U. (2009). Good research practices for comparative effectiveness research: analytic methods to improve causal inference from nonrandomized studies of treatment effects using secondary data sources: the ISPOR Good Research Practices for Retrospective Database Analysis Task Force Report—Part III. Value in Health, 12(8), 1062-1073.
López-Cabarcos, M. Á., Ribeiro-Soriano, D., & Piñeiro-Chousa, J. (2020). All that glitters is not gold. The rise of gaming in the COVID-19 pandemic. Journal of Innovation & Knowledge, 5(4), 289-296.
Mamun, M. A., Ullah, I., Usman, N., & Griffiths, M. D. (2020). PUBG‐related suicides during the COVID‐19 pandemic: Three cases from Pakistan. Perspectives in psychiatric care.
Ramelli, S., & Wagner, A. F. (2020). Feverish stock price reactions to COVID- 19. The Review of Corporate Finance Studies, 9(3), 622-655.
Şener, D., Yalçın, T., & Gulseven, O. (2021). The Impact of COVID-19 on the Video Game Industry. Available at SSRN 3766147.
Wagner, A. F. (2020). What the stock market tells us about the post-COVID-19 world. Nature Human Behaviour, 4(5), 440-440.
Wannigamage, D., Barlow, M., Lakshika, E., & Kasmarik, K. (2020, November). Analysis and prediction of player population changes in digital games during the COVID-19 pandemic. In Australasian Joint Conference on Artificial Intelligence (pp. 458-469). Springer, Cham.
Zhu, L. (2021). The psychology behind video games during COVID‐19 pandemic: A case study of Animal Crossing: New Horizons. Human Behavior and Emerging Technologies, 3(1), 157-159.
關秉寅, & 李敦義. (2010). 國中生數學補得愈久, 數學成就愈好嗎? 傾向分數 配對法的分析. Bulletin of Educational Research, 56(2), 105-139.
許育進, 賴宗志, 伍大開, 陳國樑, 劉家樺, 郭平欣, ... & 林燕淑. (2018). 處理 效果文獻回顧. 經濟論文叢刊, 46(4), 501-521.
許奕辰.(2021). 網路口碑對電子商務平台之影響-以 Nintendo Switch 為例. 國 立中山大學企業管理研究所碩士論文.
App Annie., IDC. (2021). Gaming Spotlight 2021 Report with IDC, retrieved from
Chong Dang.(2021).PSMatching, retrieved from
Tom, W. (2021). The Games Market and Beyond in 2021: The Year in Numbers, retrieved from esports-cloud-gaming
IATA. (2020). 2020 Worst Year in History for Air Travel Demand, retrieved from
IMF. (2021). World Economic Outlook, October 2020: A Long and Difficult Ascent, retrieved from october-2020
Tanya,B. (2020). Why games like Animal Crossing are the new social media of the coronavirus era, retrieved from video-games-social-media/
Google., Newzoo.(2021). Beyond 2021: Where Does Gaming Go Next?, retrieved
from gaming-go-next
周樹林、許瓊予. (2003). SARS 對我國遊戲市場的影響, 取自
林怡諄. (2017). 傾向分數配對–淺談馬哈蘭距離之應用, 取自
TechNews. (2020). WHO 聯手遊戲業者發起「#PlayApartTogether」運動,鼓勵人們「宅在家玩遊戲」, 取自
經濟部統計處. (2022).產業經濟統計簡訊, 取自 8808&bull_id=9673
政府資料開放平臺. (2022). 地區年齡性別統計表-嚴重特殊傳染性肺炎(以週為 單位)-依個案研判日統計, 取自
國家高速網路與計算中心. (2022).COVID-19 全球即時疫情地圖, 取自
電子全文 Fulltext
論文使用權限 Thesis access permission:自定論文開放時間 user define
開放時間 Available:
校內 Campus:開放下載的時間 available 2024-07-25
校外 Off-campus:開放下載的時間 available 2024-07-25

您的 IP(校外) 位址是
現在時間是 2023-06-08
論文校外開放下載的時間是 2024-07-25

Your IP address is
The current date is 2023-06-08
This thesis will be available to you on 2024-07-25.

QR Code