![]() ![]() In this paper, we perform an empirical study of the reviews of 6,224 games on the Steam platform, one of the most popular digital game delivery platforms, to better understand if game reviews share similar characteristics with mobile app reviews, and thereby understand whether the conclusions and tools from mobile app review studies can be leveraged by game developers. Hence, studying game reviews can help game developers better understand user concerns, and further improve the user-perceived quality of games. Such reviews can make or break a game, as other potential buyers often base their purchasing decisions on the reviews of a game. Most online game stores allow users to review a game that they bought. In addition, prior studies show that gamers are extremely hard to please, making the quality of games an important issue. Due to the scale of the computer game industry, developing a successful game is challenging. The steadily increasing popularity of computer games has led to the rise of a multi-billion dollar industry. Daar word ook aangetoon dat vir 90% van hierdie netwerke, kleinwêreldsheid (S) > 3 is, wat beteken dat hierdie netwerke ook kleinwêreldnetwerke is volgens die kleinwêreldsheidsindeks. Daar word aangetoon dat hierdie netwerke oorwegend kleinwêreldnetwerke is wat gekenmerk word deur ’n kort gemiddelde pad wat soortgelyk is aan ’n Erdös en Rényi lukrake netwerk (ER- netwerk), maar dat oorganklikheid aansienlik hoër is as vir ekwivalente ER-netwerke. Komplekse netwerkstatistieke word vir hierdie netwerke bereken, insluitend die gemiddelde digtheid, gemiddelde pad en gemiddelde oorganklikheid van hierdie netwerke, en hulle word met mekaar vergelyk. ’n Hutsmerk- of volksonomienetwerk word saamgestel deur hutsmerke as nodusse voor te stel en ’n skakel tussen hutsmerke aan te dui indien hulle in dieselfde plasing voorkom. Die huidige studie ontleed die hutsmerknetwerke van 20 Suid-Afrikaanse maatskappye op Instagram. Die gebruik om self materiaal te ontsluit staan as volksonomie bekend, wat die onderwerp van hierdie studie is. Een van die maniere hoe hierdie inligting vir latere herwinning ontsluit word, is deur hutsmerke wat gebruikers self aan hul inhoud toeken. Sosiale media is deel van die inligtingsontploffing en verteenwoordig groot hoeveelhede ongestruktureerde data wat deurlopend gegenereer word. These schemas highlight many of the same medium-specific elements absent from RDA, for example, the value of a platform element distinct from system requirements or edition the equal emphasis on developer and publisher or the multifaceted nature of videogame genre. These will be compared to each other and be analyzed in their treatment of RDA core elements and genre classification in order to highlight the ways videogames are challenging and expanding traditional metadata standards. This study will examine videogame metadata schemas designed by information professionals, fan communities, and commercial websites. Until now, online databases developed by fan communities have led the way in creating systems that effectively capture videogame metadata, yet a few groups have recently sprung up in academia that have developed coherent schemas for implementation in libraries and museums. However, widely accepted guidelines for cataloguing videogames are still in the process of being developed. As they have begun to fill museums, archives, and libraries, the need to catalogue them has become more pressing. ![]() In the past decade, videogames have grown in cultural importance. Such analysis shall provide an intuitive presentation on the distribution and connections of the game tags, which furthermore suggests a potential way of understanding the important tags that are commonly adopted and the main genres of video games. Hence, in this study, we construct a network of game tags based on the co-occurrence of tags in games on Steam platform and analyze the structure of the network via centrality analysis and community detection. Despite the concern of the quality, the user-generated tags (game tags) provide an opportunity towards an alternative way of understanding video game genres based on the players' collective intelligence. On the other hand, Steam, a popular video game distribution platform, adopts the user-generated tag feature enabling players to describe and annotate video games based on their own understanding of genres. Despite the commonly acknowledged usefulness of genre classification, scholars in the game studies domain are yet to reach consensus on the game genre classification. Video game genre classification has long been a focusing perspective in game studies domain. ![]()
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