A Case Study to Analyze the Impact of Social Media on Video Game Sales

K. Malvankar, Enda Fallon, Paul Connolly, Kieran Flanagan
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Abstract

Social media data is becoming more and more valuable in analyzing patterns in human behavior as a result of the ongoing expansion of online engagement. Twitter is a great place to find current user-generated data. Anyone can utilize this platform to contribute their own ideas, opinions, or feedback on a variety of issues through Tweets. These topics might come from a variety of industries, including business, politics, and entertainment. On average, 6,000 tweets are uploaded on Twitter every second, for a daily total of over 500 million messages. Understanding the causes and impacts of social, environmental, or financial events can be made much easier by the amount of publicly available information. The data is incredibly beneficial for retailers for market research and sales forecasting when paired with cutting-edge data analysis and Artificial Intelligence (AI) solutions. The proposed study examine the sentiments and statistics that have been submitted by users on the Twitter platform in order to determine whether “Social Media Influencing” has any effect on the video game business.
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分析社交媒体对电子游戏销售影响的案例研究
随着在线参与度的不断扩大,社交媒体数据在分析人类行为模式方面变得越来越有价值。Twitter是一个查找当前用户生成数据的好地方。任何人都可以利用这个平台,通过twitter对各种问题发表自己的想法、意见或反馈。这些话题可能来自各行各业,包括商业、政治和娱乐。平均每秒有6000条推文上传到Twitter上,每天的消息总数超过5亿条。了解社会、环境或金融事件的原因和影响可以通过大量的公开信息变得容易得多。这些数据与尖端数据分析和人工智能(AI)解决方案相结合,对零售商的市场研究和销售预测非常有益。为了确定“社交媒体影响”是否对电子游戏业务有任何影响,拟议的研究检查了用户在Twitter平台上提交的情绪和统计数据。
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