In case players were wondering: A topic modelling and sentiment analysis study of community discussions on weapon cases in the CS:GO game

IF 2.8 3区 计算机科学 Q2 COMPUTER SCIENCE, CYBERNETICS
Zhiyu Chen , Bieke Zaman
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引用次数: 0

Abstract

Previous studies on randomized mechanics in video games have primarily focused on their links to gambling behaviors. However, gaps exist in understanding how players discuss and perceive these mechanics, such as loot boxes. Addressing these gaps, we analyzed discourses from 2023 in two popular Reddit communities for Counter-Strike: Global Offensive (CS:GO), using Correlated Topic Model and Sentiment Analysis. Four main topics were identified: Monetary Elements, Gaming-Gambling, Gameplay Issues, and Affective Appreciation. The findings reveal a generally positive sentiment, with high levels of trust and anticipation, but also ambivalence towards the monetary aspects of loot boxes. Discussions on rewards and virtual items were distinct from those on gameplay and gambling. These nuanced discourses and sentiments, along with their interplay, shape community norms and influence players’ perceived responsibilities of game developers. We advocate for more player-focused inspection in research and policymaking.
如果玩家想知道:CS:GO游戏中武器案例的社区讨论的主题建模和情感分析研究
之前关于电子游戏随机机制的研究主要集中在它们与赌博行为的联系上。然而,在理解玩家如何讨论和感知这些机制(如战利品箱)方面存在差距。为了解决这些差距,我们使用相关主题模型和情感分析分析了2023年两个流行的Reddit社区中反恐精英:全球攻势(CS:GO)的话语。确定了四个主要主题:货币元素、赌博、游戏玩法问题和情感欣赏。调查结果显示,玩家普遍持积极态度,对战利品盒的信任和期待程度较高,但也存在矛盾心理。关于奖励和虚拟道具的讨论不同于关于游戏玩法和赌博的讨论。这些微妙的话语和情感,以及它们之间的相互作用,塑造了社区规范,影响了玩家对游戏开发者责任的认知。我们提倡在研究和政策制定中更多地以参与者为中心进行检查。
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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来源期刊
Entertainment Computing
Entertainment Computing Computer Science-Human-Computer Interaction
CiteScore
5.90
自引率
7.10%
发文量
66
期刊介绍: Entertainment Computing publishes original, peer-reviewed research articles and serves as a forum for stimulating and disseminating innovative research ideas, emerging technologies, empirical investigations, state-of-the-art methods and tools in all aspects of digital entertainment, new media, entertainment computing, gaming, robotics, toys and applications among researchers, engineers, social scientists, artists and practitioners. Theoretical, technical, empirical, survey articles and case studies are all appropriate to the journal.
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