GREY RELATIONAL ANALYSIS OF NETWORK MODEL FOR LIVE BROADCAST PLATFORM IN E-SPORTS MARKET

Tian-Syung Lan

College of Mechanical and Control Engineering, Guilin University of Technology, 

Guilin 541004, Guangxi, China

Department of Information Management, Yu Da University of Science and Technology, Miaoli County, 36143, Taiwan, Republic of China

Yi-Chun Kuei

Department of Information Management, Yu Da University of Science and Technology, Miaoli County, 36143, Taiwan, Republic of China

Yu-Hua Lan

Doctoral Program of Educational Leadership and Technology Management, 

Tamkang University, New Taipei City 25137, Taiwan

Center for General Education and Core Curriculum, Tamkang University, 

New Taipei City 25137, Taiwan

Xuan-Jun Dai*

College of Mechanical and Control Engineering, Guilin University of Technology, 

Guilin 541004, Guangxi, China

*Corresponding author: This email address is being protected from spambots. You need JavaScript enabled to view it.

Abstract

The e-sports industry has developed vigorously in recent years. E-sports have become an event that global players pay attention to and participate in. With the development of Internet technology and the emergence of webcasting, the combination of e-sports events and webcasting has brought the e-sports market to another realm. Taiwan’s overall gaming market revenue in 2019 has exceeded NT$55.9 billion, and is expected to reach NT$61.8 billion in 2020. Among the sources of e-sports revenue, media royalties from broadcast events have grown the most.

The live broadcast platform has changed the behavior mode of people watching the game, and the competition has become fierce. Therefore, it is of positive significance to understand the competition situation of e-sports events among different live broadcast platforms. This research hopes to understand the competitive advantage by analyzing network procedures and grey relational analysis. Provide an understanding of different platform strategies to enhance industry competitiveness.

The research found that the ranking of Taiwan’s competitiveness in the e-sports market of the live broadcast platform is ranked first by Facebook Gaming, followed by the Bahamut Gaming Information Station Live Hall, Steam Live, Twitch, and YouTube. The most important aspect of the facet is "network externality", followed by "social demand", and the top three influential factors are "views", "number of users", and "emotional needs". Accumulating "number of users" and focusing on "community management" will help expand the e-sports market.

Key words: Analytic network process; Grey relational analysis; Live broadcast platform; E-sports; Competitive advantage.

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