Similarities and Divergences in Electronic Game Review Texts

Vinícius de Souza Gonçalves, Alessandra Alaniz Macedo
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引用次数: 1

Abstract

With the intensification of the electronic gaming industry and electronic gaming competitions, the repercussions of reviews involving games have become more common. Like a movie, an electronic game can be criticized for its features, including gameplay, story, audio, visuals, and multiplayer (if any). Because there are reviews written by specialists (critics) and ordinary users, there may be divergences and similarities between the reviews made by both audiences. Commonly, when The Game Awards (TGA) score comes out, players open forums and discuss their reviews about the games, their features, and if the prize should have been for the winner. This paper verifies the similarities and divergences of electronic game reviews between critics and ordinary users using text processing and information retrieval techniques. We collected reviews about eight games from the Metacritic website; four games played for TGA's best game of the Year Award. Our results indicated that the story element is the most commented by both types of users and that ordinary users tend to use gameplay and graphics when referring to the gameplay and visual elements, respectively. Critics and ordinary users do not often comment on the audio and multiplayer aspects. By using these results, game software engineers can consider new gameplay patterns and story or player modeling.
电子游戏评论文本的异同
随着电子游戏产业和电子游戏竞赛的加剧,涉及游戏的评论反响也越来越普遍。与电影一样,电子游戏也会因为其功能而受到批评,包括游戏玩法、故事、音频、视觉效果和多人游戏(如果有的话)。因为既有专家(评论家)的评论,也有普通用户的评论,所以这两种受众的评论可能存在差异和相似之处。通常情况下,当游戏大奖(TGA)的评分出来后,玩家会打开论坛,讨论他们对游戏的评价,游戏的功能,以及该奖项是否应该属于获胜者。本文运用文本处理和信息检索技术,验证了电子游戏评论与普通用户评论的异同。我们从Metacritic网站收集了8款游戏的评论;参加了TGA年度最佳游戏奖的四场比赛。我们的研究结果表明,故事元素是两类用户评论最多的元素,而普通用户在提到游戏玩法和视觉元素时倾向于分别使用游戏玩法和图像。评论家和普通用户通常不会评论音频和多人游戏方面。通过使用这些结果,游戏软件工程师可以考虑新的玩法模式、故事或玩家模型。
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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