Issue |
SHS Web Conf.
Volume 208, 2024
2024 International Workshop on Digital Strategic Management (DSM 2024)
|
|
---|---|---|
Article Number | 03003 | |
Number of page(s) | 7 | |
Section | Chapter 3: Game Theory Applications | |
DOI | https://doi.org/10.1051/shsconf/202420803003 | |
Published online | 12 December 2024 |
A Study on the Challenges Faced by Game Companies in the Big Data Era: The Case of Tencent Games
MIS, SILC business school, Shanghai University, Shanghai, 200444, China
* Corresponding author: pyz0330@shu.edu.cn
Big data technology has profoundly transformed the design, development, and operational models of the game industry, ushering in both opportunities and challenges. With the Chinese game market now surpassing 310 billion yuan in size and continuing to grow, the influence of big data is more significant than ever. This paper aims to delve into the challenges that gaming companies face in this data-driven era, using Tencent Games as a case study. The research focuses on three critical issues: First, the problem of game lag is caused by the massive volume of data processing in game development and operation. As games become more complex and data-driven, ensuring seamless performance becomes increasingly difficult, leading to frustrating experiences for players. Second, the study addresses digital ethics concerns, particularly the use of big data in ways that might infringe on user privacy or promote unhealthy gaming habits. Lastly, the paper examines the risks associated with an over-reliance on big data for decision-making, where companies may prioritize data-driven insights at the expense of creativity and innovation. By analyzing the root causes of these challenges, this paper provides practical and effective solutions that can help gaming companies like Tencent navigate the complexities of the big data era while maintaining a competitive edge and ethical standards.
© The Authors, published by EDP Sciences, 2024
This is an Open Access article distributed under the terms of the Creative Commons Attribution License 4.0, which permits unrestricted use, distribution, and reproduction in any medium, provided the original work is properly cited.
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