Establishing Video Game Genres Using Data-Driven Modeling and Product Databases

被引:17
作者
Faisal, Ali [1 ,2 ]
Peltoniemi, Mirva [3 ,4 ]
机构
[1] Aalto Univ, HIIT, Dept Informat & Comp Sci, Espoo, Finland
[2] Aalto Univ, Dept Neurosci & Biomed Engn, Espoo, Finland
[3] Univ Jyvaskyla, Jyvaskyla Sch Business & Econ, Seminaarinkatu 15, Jyvaskyla 40014, Finland
[4] Aalto Univ, Dept Ind Engn & Management, Espoo, Finland
基金
芬兰科学院;
关键词
game genre; data-driven modeling; Metacritic; Mobygames; game corpus; topic model; quantitative; FORM;
D O I
10.1177/1555412015601541
中图分类号
G [文化、科学、教育、体育]; C [社会科学总论];
学科分类号
03 ; 0303 ; 04 ;
摘要
Establishing genres is the first step toward analyzing games and how the genre landscape evolves over the years. We use data-driven modeling that distils genres from textual descriptions of a large collection of games. We analyze the evolution of game genres from 1979 till 2010. Our results indicate that until 1990, there have been many genres competing for dominance, but thereafter sport-racing, strategy, and action have become the most prevalent genres. Moreover, we find that games vary to a great extent as to whether they belong mostly to one genre or to a combination of several genres. We also compare the results of our data-driven model with two product databases, Metacritic and Mobygames, and observe that the classifications of games to different genres are substantially different, even between product databases. We conclude with discussion on potential future applications and how they may further our understanding of video game genres.
引用
收藏
页码:20 / 43
页数:24
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