用大数据分析探讨电子竞技的现状和发展方向

Ryu Seok, Jeong-Hyeon Kwak
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摘要

本研究考察了最近电子竞技意识的激增,旨在探讨电子竞技在第四次工业革命时代和非面对面时代的发展方向。为了达到研究目的,收集了2017年4月17日至2023年8月25日亚运会采用电子竞技的数据,并对收集到的数据进行了文本挖掘分析,得到以下结果:首先,按照体育、竞赛、游戏、英雄联盟(LOL)、主办、韩国、游戏、业余爱好者、运动员、体育竞赛的顺序对频繁词进行频率分析。其次,TF-IDF权重最高的关键词是竞赛、体育、英雄联盟(LOL)、游戏、韩国、主办、游戏、业余爱好者、体育竞赛和运动员。第三,N-gram分析显示,体育与竞赛、韩华生活与体育、英雄联盟的关联度较高,业余与体育、体育与庆典、国家队的关联度较高。第四,金荣万、Faker(李相赫)、John(Riot)、Jeka、朴亨俊以个人身份出现,光州市民紧随其后
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Exploring the Current Status and Direction of e-sports using Big Data Analysis
This study examined the recent surge in e-sports awareness and aimed to explore the direction of e-sports in the era of the 4th Industrial Revolution and the non-face-to-face era. To achieve the purpose of the study, data from April 17, 2017 to August 25, 2023, when e-sports was adopted for the Asian Games, were collected, and text mining analysis was conducted with the collected data to obtain the following results. First, the frequency analysis of frequent words was analyzed in the order of sports, competitions, games, League of Legends (LOL), hosting, Korea, games, amateurs, athletes, and sports competitions. Second, the keywords with the highest TF-IDF weight were competitions, sports, League of Legends (LOL), games, Korea, hosting, games, amateurs, sports competitions, and athletes. Third, N-gram analysis showed that sports and competitions, Hanwha Life and Sports, and League of Legends were highly related, while amateurs and sports, sports and festivals, and national teams were highly related. Fourth, Kim Young-man, Faker(Lee, Sang-hyuk), John(Riot), Jeka, and Park, Hyung-joon appeared as individuals, followed by Gwangju Citizens
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