• Title/Summary/Keyword: Game Review

Search Result 262, Processing Time 0.02 seconds

The Impacts of Online Game Reviews' Characteristics on Review Helpfulness: Based on Topic Modeling Analysis (온라인 게임 리뷰의 특성이 리뷰 유용성에 미치는 영향: 토픽모델링을 활용하여)

  • Bae, Sung Hun;Kim, Hyun Mook;Lee, Ui Jun;Lee, Sae Rom
    • The Journal of Information Systems
    • /
    • v.31 no.4
    • /
    • pp.161-187
    • /
    • 2022
  • Purpose This study analyzed the topic of game review contents and how the characteristics of game reviews affect the reviews helpfulness. In addition, this study explore the content of game reviews according to the game's sales strategy such as early access strategy and releasing without early access. Design/methodology/approach We collected a list of 3,572 action genre games released in 2020. 58,336 online reviews were collected by random sampling 50 reviews in each games, and topic modeling was performed on those reviews. We dynamized the results of topic modeling and analyzed the effect on review helpfulness with multiple regression analysis. Findings The results of analysis indicate that the longer the review is or the shorter the time it is written, the more helpful the review is. In addition the topic with positive and negative review has a significant effect on the review helpfulness. As a result of exploratory analysis, games from early access had relatively fewer reviews of story-related topics than games that were released without early access. These findings can present direct guidelines for collecting specific opinions from customers in the game industry when releasing games.

A Study of Factors Influencing Helpfulness of Game Reviews: Analyzing STEAM Game Review Data (게임 유용성 평가에 미치는 요인에 관한 연구: 스팀(STEAM) 게임 리뷰데이터 분석)

  • Kang, Ha-Na;Yong, Hye-Ryeon;Hwang, Hyun-Seok
    • Journal of Korea Game Society
    • /
    • v.17 no.3
    • /
    • pp.33-44
    • /
    • 2017
  • With the development of the Internet environment, various types of online reviews are being generated and exchanged among consumers to share their opinions. In line with this trend, companies are making efforts to analyze online reviews and use the results in various business activities such as marketing, sales, and product development. However, research on online review in industry related to 'Video Game' which is representative experience goods has not been performed enough. Therefore, this study analyzed STEAM community review data using machine learning techniques. We analyzed the factors affecting the opinion of other users' game review. We also propose managerial implications to incease user loyalty and usability.

The Analysis for the Regulation related to Chinese Online Game Review -Focused on NHN Chinese Game- (중국 온라인 게임 심의에 관한 규제 분석 -중국 NHN 게임을 중심으로-)

  • Song, Seung-Keun;Kim, Chee-Yong
    • The Journal of the Korea Contents Association
    • /
    • v.9 no.11
    • /
    • pp.151-162
    • /
    • 2009
  • The objective of this study is to uncover the standard and procedure of the review for the online game to export to China and try to find a plan how to solve a problem such as regulation for the online game imported into China depending on a protective policy for homemade game. The literatures related to the policy of China online game industry and the present condition of the wholistic restriction are reviewed and the standard and procedure of the review of China online game which is veiled was able to find definitely by using the case study on Korean company which was a great success as localization in China. As a result of this study, we found that the key factor on the review standard of China online game is the anti-social personality, such as 'the overthrow of Chinese socialist system', 'the territorial issue as the eviction of Hong Kong or the acknowledgment of Taiwan government', 'independence problem of the minorities', and 'damage to property as national treasure', et cetera. While the review of the homemade game in China takes about a month through just two steps in review process on online game, that of foreign game is required over at least three months through four steps in it. Moreover, it is difficult for foreign games to obtain the license due to total amount regulation for online game by 'General Administration of Press and Publication of the People's the Republic of China'. In the case of the joint-venture company, it is most important to the smooth communication between Korean company and Chinese company in order to overcome these strong regulation for online game review in China. Furthermore, as Chinese company in outward appearance it is need to be positioned absolutely in Chinese marketplace. The definite positioning strategy enables foreign companies to avoid the strong regulation about the foreign game in China. To understand, finally, deeply politics, society, and culture presented in Chinese ethics textbook permits the foreign companies to predict the exact standard of the review for online game. Therefore, this study is concluded with key implications to sustain guidelines on the deliberation for foreign companies which want to export online game to China to improve the predictability and accountableness about the review of the online game in China.

A Study on Game Satisfaction and Game Balance of MOBA Game in New Season Update (MOBA 게임 뉴시즌 Update를 위한 게임 만족 및 밸런스 연구)

  • Li, Jing;Cho, Dong-Min
    • Journal of Korea Multimedia Society
    • /
    • v.24 no.8
    • /
    • pp.1161-1170
    • /
    • 2021
  • The MOBA game is updated every year with a new season, the new season update brings fun to the game users and also makes them feel unfamiliar with the new gameplay. In order to let game users better adapt to the new season, this study will extract the new season balance evaluation factors. Firstly, we used one-on-one review to collect the unbalanced factors that game users had encountered at the beginning of the new season of the MOBA game, and secondly, we organized the collected review data into a questionnaire and conducted a survey. The first step of the experiment was to filter out the lower factors through exploratory factor analysis and extract the balance evaluation factors of the MOBA game new season. The second step of the experiment was to examine the correlation between the factors through confirmatory factor analysis, as well as to confirm the appropriateness and explanatory value of the factors. The analysis resulted in "Game character experience", "Game view's expression", "Game level", and "Composition of the game setting" are the four factors. Finally, through correlation analysis, the most relevant factor for game satisfaction is the "Game character experience", and each factor is correlated with each other.

A Study on the Visual Attention of Game Broadcast Real-time Review Using Eye Tracking: Focusing on Mobile Platform (아이트래킹을 활용한 개인 게임방송 실시간 댓글의 시각적 주의에 관한 연구: 모바일 플랫폼을 중심으로)

  • Yin, Shuo-Han;Wang, Jin-Nan;Hwang, Mi-Kyung;Lee, Sang-Ho
    • Journal of Digital Convergence
    • /
    • v.20 no.5
    • /
    • pp.733-739
    • /
    • 2022
  • The study investigated the users' functional requirement, degree of acceptance and preference of game broadcast real-time review .Secondly it comparatively analyzed the types and locations of game broadcast real-time review through eye tracking tech. The results show that users have high functional requirements and high acceptance for game broadcast real-time review but their preference has no significant correlation with the feature. Among the types of game broadcast real-time review the type with translucent text bubble took the highest visual attention. The above shows that the users' visual behavior has the tendency of special style. The visual attention analysis results of different types and locations of game broadcast real-time review in the study can play a guiding role in the interface design of real-time review feature in the future.

An Analysis of determinant on Repurchase Behavior of Game User in Chinese online game industry: moderation effect of online review (중국 온라인게임 산업의 게임사용자 재구매 행위 결정요인에 관한 연구: 온라인평가의 조절효과 분석)

  • Lee, Young-Duck
    • Journal of Korea Game Society
    • /
    • v.15 no.6
    • /
    • pp.41-54
    • /
    • 2015
  • Despite a great performance of Korean online game in Chinese online game market, Korean companies were faced with decreasing market positions in China from 2006. To overcome this problem, I will suggest a research model about determinant of repurchase behavior of on-line game user and moderation effect of online review. Data collected from questionnaire survey were used in empirical analysis on research hypothesis through moderated multiple regression method. There are several conclusions as such; first, perceived value and loyalty of consumer have great positive relationships with repurchase behavior. Second, online review has positive direct influence on repurchase behavior and moderation effect of relationships among them. Third, game company has great efforts to develop online games and game contents which were guaranteed before in price, quality, information, and accurate consideration of online review.

A Study on the Effectiveness of Engineering Theory Class Applying Review Games (복습게임을 활용한 공학이론 수업의 효과성 분석)

  • Kim, Gi Dae;Han, Anna
    • Journal of Engineering Education Research
    • /
    • v.25 no.6
    • /
    • pp.38-46
    • /
    • 2022
  • In order to improve students' interest, class participation and class comprehension in engineering theory classes, a class applying review games as Jinjinga, Bingo, etc. were designed and developed. Through applying them to three engineering theory subjects, the specific effects of the strategy on students' understanding, interest, participation, and academic achievement were analyzed and the usefulness of each review game strategy was analyzed. Analyzing class data over the past 11 years, there was a clear correlation between performance of the students in the review game and their actual grades, which was found to be greater than the negative effect of absence rate on the test performance or grades. This study also researched students' perceptions compared to other general subjects not applying the review games. The results of a survey of the students who took the review game class showed the usual amount of usual studying hours increased, the burden of examination or the amount of studying hours for preparing the exam was reduced, and the class interest and achievement significantly increased compared to other subjects in the same major.

A Case Study on Design and Operation of Engineering Theory Classes Applying Review Games (복습게임을 활용한 공학이론 수업의 설계 및 운영 사례)

  • Kim, Gi Dae;Han, Anna
    • Journal of Engineering Education Research
    • /
    • v.24 no.4
    • /
    • pp.52-60
    • /
    • 2021
  • This study designed and developed a class using review games as a way to enhance students' interest, class participation, and class comprehension in engineering theory classes, and explored their educational effectiveness. To this end, a review game strategy based on the Creative Training Technique was established and applied to three engineering theory subjects. The types of review games include Jin-jin-ga, Bingo, Challenge Golden Bell, Finding hidden terms, and Completing initial sentences. As a result of applying this review game strategy to the classes over the past decade, students' satisfaction and lecture evaluation scores significantly increased compared to before application, and it was confirmed that students' interest in and understanding of the class increased significantly. Furthermore, this gamification class strategy can be a way to increase students' participation in theory classes regardless of their major, and can be applied to non-face-to-face online classes.

A study on the Elements of Interest for VR Game Users Using Text Mining and Text Network Analysis - Focused on STEAM User Review Data - (텍스트마이닝과 네트워크 분석을 적용한 VR 게임 사용자의 관심 요소 연구 - STEAM 사용자 리뷰 데이터를 중심으로 -)

  • Wui, Min-Young;Na, Ji Young;Park, Young Il
    • Journal of Korea Game Society
    • /
    • v.18 no.6
    • /
    • pp.69-82
    • /
    • 2018
  • The need of high quality VR contents has been steadily raised in recent years. Therefore, this study investigated the user's interest factors of VR game which is receiving the most attention among VR contents. We used STEAM review data and applied Text mining and Network analysis to perform this research. As a result, it was possible to confirm 4 word clusters related VR game users. Each cluster is named by 'presence', 'first person view game', 'auditory factor' and 'interaction'. This study has its meaning. First, user related research would be very helpful to develop high quality VR game. Second, it confirms that review data of VR game users can be structured, analyzed and used.