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The Role of Firm-Generated Content (FGC) in the Gaming Industry: The Case of Twitter게임산업에서의 기업생성콘텐츠의 역할: Twitter를 중심으로

Other Titles
게임산업에서의 기업생성콘텐츠의 역할: Twitter를 중심으로
Authors
김우혁박은혜
Issue Date
Dec-2021
Publisher
한국소비문화학회
Keywords
Firm-generated content (FGC); gaming industry; topic modeling; user-generated content (UGC); 기업생성콘텐츠; 게임 산업; 토픽모델링; 사용자생성콘텐츠
Citation
소비문화연구, v.24, no.4, pp.155 - 171
Journal Title
소비문화연구
Volume
24
Number
4
Start Page
155
End Page
171
URI
https://scholarworks.bwise.kr/gachon/handle/2020.sw.gachon/83091
DOI
10.17053/jcc.2021.24.4.008
ISSN
1229-0386
Abstract
The purpose of this study is to explore the use of FGC in the gaming industry. More specifically, this study investigated two research objectives: (1) to examine key hidden topics from FGC, and (2) to investigate the effects of the COVID-19 pandemic on message structure of FGC. We collected data from the game companies’ official Twitter account, resulting in 58,386 tweets. We used Python scripts and Twitter API. In order to investigate our research objectives, we used text mining analytics and topic modeling. We found eight latent topics in FGC, including update, online, and series. Moreover, we found differences related to term frequence betweeen before and after COVID-19. Based on findings, our study contributes to the overwhelmingly exploratory literature on research addressing social media marketing by examining the use of FGC by following the empirical approaches of data mining.
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