Estimating Evaluative Components of Games from Review Articles

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  • ゲーム批評から見たゲームの「面白さ」
  • ゲーム批評から見たゲームの「面白さ」--レビューテキストの計量解析による叙述対象の自動抽出
  • ゲーム ヒヒョウ カラ ミタ ゲーム ノ オモシロサ レビューテキスト ノ ケイリョウ カイセキ ニ ヨル ジョジュツ タイショウ ノ ジドウ チュウシュツ
  • : A Quantitative Analysis of Their Cluster Structure and Trend in Time Series
  • -レビューテキストの計量解析による叙述対象の自動抽出-

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A total of 884 articles published in an independent Japanese game review magazine from 1994 to 2006 were analyzed to estimate the evaluative components of the target games. The user experience is expressed descriptively in the review articles. After syntactic parsing of the whole article text, a co-occurrence analysis and a cluster analysis were used to determine its underlying conceptual structure. Among 15 clusters obtained, we identified two newly found evaluative components of games, “novelty” and “market,” that were highly interrelated to evaluative adjectives. Also, we analyzed trends of major descriptive contents of the review articles over the 10-year period using the clusters.

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