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Components of game experience: An automatic text analysis of online reviews
Entertainment Computing ( IF 2.8 ) Pub Date : 2019-12-23 , DOI: 10.1016/j.entcom.2019.100338
Xiaohui Wang , Dion Hoe-Lian Goh

A persistent challenge in video game studies has been articulating the various components of game experience inferred from traditional methods such as surveys and focus groups. To that purpose, online user reviews remain a rich yet underexplored resource for collecting feedback about game experience for the video game industry. After all, such data are often voluminous and unstructured, which complicates using traditional analytic tools designed for well-structured, quantitative data. In our study, to supplement current frameworks of game experience, we employed text analytics to automatically elicit components of the game experience from online reviews and examined each component’s relative importance to user satisfaction. Our results revealed that narrative and achievement were the components most associated with user satisfaction with video games. Herein, after discussing our results, we elaborate upon their theoretical and practical implications.



中文翻译:

游戏体验的组成部分:在线评论的自动文本分析

在视频游戏研究中,一个持续的挑战是阐明从传统方法(如调查和焦点小组)推论得出的游戏体验的各个组成部分。为此,在线用户评论仍然是一个丰富而未开发的资源,用于收集有关视频游戏行业游戏体验的反馈。毕竟,此类数据通常是大量且非结构化的,这使得使用针对结构化,定量数据而设计的传统分析工具变得复杂。在我们的研究中,为了补充当前的游戏体验框架,我们使用了文本分析功能,通过在线评论自动得出游戏体验的组成部分,并检查了每个组成部分对用户满意度的相对重要性。我们的结果表明,叙事和成就是与用户对视频游戏满意度最相关的组成部分。在这里,在讨论了我们的结果之后,我们将详细阐述它们的理论和实践意义。

更新日期:2019-12-23
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