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Jose P. Zagal & Noriko Tomuro DePaul University Chicago, USA.

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Presentation on theme: "Jose P. Zagal & Noriko Tomuro DePaul University Chicago, USA."— Presentation transcript:

1 Jose P. Zagal & Noriko Tomuro DePaul University Chicago, USA

2  What can we learn from games by studying how people write about games?  How do game reviews shape our understanding of games?

3 What do people from different cultures appreciate in videogames?

4 What, if any, are the fundamental elements of games that affect their reception in different cultures?

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6  Reviews for games released in 2009  Requirements Released in both US and Japan Needed professional review scores Needed user-submitted reviews

7  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

8  Games with same title but different platforms counted separately (e.g. Tekken 6 for the PS3 and Xbox 360).

9  Simple statistical tools  Natural language processing techniques

10  Automatically analyze human languages Useful for analyzing and extracting information from a large amount of text NL analysis

11 …mostly a journey through different questions we asked.

12  Inter-culture correlations highest  Still strong (positive) across cultures

13  No evidence of platform bias E.g. Japanese users don’t hate Xbox360 games

14  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?

15  No significant differences More on this later!  Caveat: Classifying as yoge/not yoge is “squishy”  Super Punchout!!! (Wii) -> Yoge?  Just Dance (Wii) -> Yoge?

16  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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18  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”

19  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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22  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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24  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

25  Why do amateur reviewers write? Establish identity / credibility Is “reviewing” secondary?  Influence of web interface / structure Gameworld has separate good/bad sections

26  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

27 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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