Selection of evaluation terms for video game contents using cluster analysis
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- YOSHIDA Junji
- Faculty of Engineering, Utsunomiya University
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- HASEGAWA Hiroshi
- Faculty of Engineering, Utsunomiya University
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- KASUGA Masao
- Faculty of Engineering, Utsunomiya University
Bibliographic Information
- Other Title
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- クラスタ分析を用いたゲームコンテンツの評価用語の選定について(感性情報処理とマルチメディア技術および一般)
- クラスタ分析を用いたゲームコンテンツの評価用語の選定について
- クラスタ ブンセキ オ モチイタ ゲーム コンテンツ ノ ヒョウカ ヨウゴ ノ センテイ ニ ツイテ
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Abstract
In this study, for selecting appropriate evaluation terms for video game contents, many game evaluation terms were collected from game magazines and user questionnaires. In addition, evaluation experiments, in which experimental subjects evaluate the game characteristics after playing 20 video games, and statistical analyses (analysis of variance and cluster analysis) were performed for extracting the appropriate evaluation terms. As results, six kinds of evaluation terms were selected as the appropriate evaluation terms for video game by carrying out statistical analysis. The terms are "innovative", "fantasy", "length of waiting time", "reality", "comical", and "enjoyable with many people".
Journal
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- ITE Technical Report
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ITE Technical Report 32.21 (0), 9-12, 2008
The Institute of Image Information and Television Engineers
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Details 詳細情報について
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- CRID
- 1390282679504166272
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- NII Article ID
- 110007382616
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- NII Book ID
- AN1059086X
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- ISSN
- 24241970
- 13426893
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- NDL BIB ID
- 9614464
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- Text Lang
- ja
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- Data Source
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- JaLC
- NDL
- CiNii Articles
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- Abstract License Flag
- Disallowed