论文部分内容阅读
根据对网游产品的采用状况将整个人群划分为三类,分析这三类人群之间交互情况,基于人群关系网络的小世界特性视角,探讨了网游产品扩散问题,进一步建立了一个基于临近关系网络的网游扩散多智能体模型,通过多次仿真实验及参数的敏感性分析,结果表明:广告效应及积极口碑效应对产品扩散起推动作用,消极口碑效应阻碍网游产品扩散;消费者的负面情绪既阻碍了网游产品的扩散,又使得大量重复购买行为产生;网游产品的创新及积极口碑的传播能够保持市场稳定:网游运营企业在网游扩散的不同阶段需要制定相应的管理策略来应对网游扩散中的各种问题.
According to the status quo of using online games, the whole population is divided into three categories, and the interaction between the three groups is analyzed. Based on the characteristics of the small world of the crowd relationship network, the issue of the proliferation of online games products is explored, and a network based on the proximity network The results show that the advertising effect and positive word-of-mouth effect play a role in promoting the product diffusion and the negative word-of-mouth effect hinder the diffusion of the online game product. The negative emotions of the consumers are both Hindered the proliferation of online games, but also makes a large number of repeated purchases; online games product innovation and positive spread of word of mouth to maintain market stability: online games operators in different stages of online games need to develop appropriate management strategies to respond to the proliferation of online games Various problems.