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Jose P. Zagal & Noriko Tomuro DePaul University Chicago, USA
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What can we learn from games by studying how people write about games? How do game reviews shape our understanding of games?
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What do people from different cultures appreciate in videogames?
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What, if any, are the fundamental elements of games that affect their reception in different cultures?
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Reviews for games released in 2009 Requirements Released in both US and Japan Needed professional review scores Needed user-submitted reviews
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Metacritic Influential Gamespot.com Popular /Influential Many user reviews Famitsu.com ( ファミ通 ) Popular/Influential Gameworld ( ゲエムノセカイ ) Most user reviews
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Games with same title but different platforms counted separately (e.g. Tekken 6 for the PS3 and Xbox 360).
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Simple statistical tools Natural language processing techniques
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Automatically analyze human languages Useful for analyzing and extracting information from a large amount of text NL analysis
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…mostly a journey through different questions we asked.
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Inter-culture correlations highest Still strong (positive) across cultures
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No evidence of platform bias E.g. Japanese users don’t hate Xbox360 games
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Often used pejoratively Very loose definition Yoge or not? When was it released in Japan? Developed by a Japanese company? IP associated with Japanese popular culture? From a traditionally Japanese franchise?
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No significant differences More on this later! Caveat: Classifying as yoge/not yoge is “squishy” Super Punchout!!! (Wii) -> Yoge? Just Dance (Wii) -> Yoge?
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Narrow our focus Find opposites Examine specific games “Hated” in US but loved in Japan? “Hated” in Japan but loved in US?
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Broadly Speaking Players in both groups praise/hate similar kinds of issues Japanese players seem more sensitive to : technical issues (e.g. bugs, lag in online play) translation/localization (e.g. typos, low quality voice actors) Are US players more “accepting” of technical issues? E.g. Glitching as a fun part of “gamer culture”
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In positive reviews, what words are used more frequently? In negative reviews, what words are used more frequently? Gamespot Reviews Based on review score E.g. Above 8 on Gamespot = Positive Gameworld Reviews Based on Good/Bad section of Review
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Gamespot - Referred to story in positive way (e.g. “it draws you in with a fantastic story and a set of great characters.”), Game World - Referred to story in negative way (e.g. “Story is rough”, “The game is too much story- based”). Japanese players value character and story in games quite highly [Ngai 05] Bad narratives (including poor translations) have a high impact on the overall evaluation of a game (in Japan)
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Multiple approaches are necessary Yoge games – higher scores, but… “For a yoge, faces of the characters are not scary or grotesque – they are actually likable.” Emphasis only on “common” games Significant cultural differences would be in games they don’t share
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Why do amateur reviewers write? Establish identity / credibility Is “reviewing” secondary? Influence of web interface / structure Gameworld has separate good/bad sections
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Different cultures can “weigh” things differently For the same games… What is valued is remarkably consistent User reviews can be a rich source of insights on games and the understanding people make of them
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Jose P. Zagal @JoseZagal jzagal@cdm.depaul.edu http://facsrv.cdm.depaul.edu/~jzagal Images used in this presentation are the property of their respective owners. Their use here qualifies as fair use under US copyright law for educational purposes and critical commentary.
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