The Panorama of Steam Multiplayer Games (2018-2020): A Player Reviews Analysis

Simone Petrosino, Enrica Loria, Alexander Kainz, J. Pirker
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引用次数: 3

Abstract

People approach video games for a multitude of reasons, such as connecting with others, escaping reality, or challenging their abilities. As a consequence, video games have reached an increasingly broader audience and their consumption was even more pronounced during the COVID-19 pandemic. Recent studies have shown how playing video games together improved the well-being of people during period of movement restriction and how video games were an important tool for connecting with physically distant people. However, little is known about how the relationships of people with video games have changed across the years. In order to answer this question, we collected data from the Steam platform and analyzed players’ opinions about multiplayer video games as stated in the respective reviews. The reviews analysis showed that players had played more and in addition their reviews had not been influenced by the difficulties of this significant moment. Their contribution, however, had been less relevant for the community when compared to the situation in the years before the pandemic. Finally, an increase in players choosing to play more casual and amusing games became evident.
Steam多人游戏全景(2018-2020):玩家评论分析
人们接触电子游戏的原因有很多,比如与他人联系、逃避现实或挑战自己的能力。因此,电子游戏的受众越来越广泛,在2019冠状病毒病大流行期间,电子游戏的消费更加明显。最近的研究表明,一起玩电子游戏如何改善人们在行动受限期间的幸福感,以及电子游戏如何成为与距离遥远的人联系的重要工具。然而,人们对电子游戏与人们之间的关系多年来的变化却知之甚少。为了回答这个问题,我们从Steam平台收集了数据,并分析了玩家对多人电子游戏的看法。评论分析显示,玩家玩得更多了,而且他们的评论没有受到这个重要时刻的困难的影响。然而,与大流行前几年的情况相比,他们的贡献对社区的意义较小。最后,越来越多的玩家选择更休闲和有趣的游戏。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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