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The Construction Of Evolutionary Game Theory Model Between Enterprises And Consumer Groups And Its Simulation Research Based On Online False Information

Posted on:2021-04-09Degree:MasterType:Thesis
Country:ChinaCandidate:B W LiFull Text:PDF
GTID:2370330614954968Subject:Business Administration
Abstract/Summary:PDF Full Text Request
Negatively affected by online false information disadvantaging enterprises,there is little prospect for consumer groups to continue buying the product produced by enterprises,which,in turn,damages enterprises to some extent.Therefore,it is vital for enterprises to know how to reduce such negative impact cast by online false information.This study aims to do a research regarding decisions made by enterprises and consumer groups under the given context.Based on the evolutionary game theory,this study constructs an evolutionary game model between enterprises and consumer groups influenced by online false information.In particular,first,this study introduces the research background,research aim and research significance.By reviewing related literatures made by scholars at home and aboard,the way that this research is carried out is confirmed,which lays foundation for further studies.Second,this study gives a brief description about the relative theories of evolutionary game theory as well as evolutionary game model.Third,by constructing the first evolutionary game model between two parties,i.e.enterprises and consumer groups influenced by online false information,as well as the second evolutionary game model between three parties,including government,enterprises,and consumer groups,making a detailed analysis and calculation of the two models,the corresponding conclusions can be reached.These models are further verified by numerical simulation with the application of Matlab2017 b.Finally,a general conclusion of this study is made.On the meanwhile,targeted policies and suggestions for enterprises are given based on the analysis results of models above so as to make sure that enterprises are able to make decisions benefiting their businesses when influenced by online false information.The conclusions of this research show that without government interference,the decision regarding whether consumer groups choosing to buy products produced by enterprises or not is related to the following factors: the additional income and additional cost generated by enterprises when dealing with online false information proactively;the completeness of true information after survey released by enterprises;the cost generated by consumer groups when researching online false information alone;the true cost caused by seeking for a substitute,and consumer groups' psychological recognition level towards enterprises,etc.The conclusions also show that with government interference,on top of the factors mentioned above,the decision is also related to the government's regulatory cost on online platform,the survey intensity on online false information and the panic on society caused by online false information.Based on above results,to guarantee the operation of their own businesses,enterprises are suggested to improve consumer groups' psychological recognition level towards them,provide abundant true information,cooperate actively with government when survey of online false information is conducted,etc.,so as to improve the possibility of consumer groups continuing buying products.On the one hand,this study provides experience for future researches focusing on gaming behavior between enterprises and consumer groups under the influence of online false information,on the other hand,it provides references of decision-making for enterprises facing influence cast by online false information.
Keywords/Search Tags:Evolutionary Game, Consumer Groups, Online False Information, Simulation
PDF Full Text Request
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