Big data analysis of the impact of COVID-19 on digital game industrial sustainability in South Korea

PLoS One. 2022 Dec 30;17(12):e0278467. doi: 10.1371/journal.pone.0278467. eCollection 2022.

Abstract

The COVID-19 pandemic has greatly influenced the lifestyle and entertainment activities of the society that has significantly increased the growth rate of the gaming industry. While the studies on the game industry, one of the leading content industries, related to the pandemic has been done from various perspectives, little attention has been taken in regards to how the pandemic have impacted on the national digital game production and its industrial sustainability as a whole. Thus, this study was conducted to analyze the changes in the domestic game industry before and after the COVID-19 outbreak using the big data analysis of semantic network. This study aims to understand the growing trend in the gaming industry that can be helpful for the marketing and production of future games, as well as to guide the establishment of the public game policies in the game industry. The results showed that the COVID-19 pandemic positively decreased the public's worries and the government's restrictions towards gaming due to game addiction as a mental disease. However, its sudden change in the gamer's attitudes and the current gaming policies implied that for the sustainable development of the domestic game production, laws and regulations related to the game industry need to be reliable and planned on a long term basis since the industry is immensely large and is also related to several industries such as computing, programming, arts, and story contents. Accordingly, it is necessary to build an industrial ecology through which cluster complexes specializing in developing startups and small and medium-sized business can grow along with political support.

Publication types

  • Research Support, Non-U.S. Gov't

MeSH terms

  • COVID-19* / epidemiology
  • Humans
  • Life Style
  • Pandemics
  • Republic of Korea / epidemiology
  • Video Games*

Grants and funding

This research is supported by Ministry of Culture, Sports and Tourism and Korea Creative Content Agency (Project Number: R2020040243).