Friday 5 December 2008

Reviews

8B: Game Industry and Business Models-1 (Chair: Yuhsuke Koyama)
• IBM-01 Sven Joeckel
The Impact of Experience: The Influences of User and Online Review Ratings on the Performance of Video Games in the US Market
http://www.digra2007.jp/Program.html
http://www.digra.org/dl/db/07312.08365.pdf
@inproceedings{
author={Sven Joeckel},
year={2007},
publisher={The University of Tokyo},
pages={629--638},
title={The Impact of Experience: The Influences of User and Online Review Ratings on the Performance of Video Games in the US Market},
editor={Baba Akira},
address={Tokyo},
booktitle={Situated Play},
month={September},
url={http://www.digra.org/dl/display_html?chid=07312.08365.pdf}
}


@inproceedings{1536553,
author = {Zagal, Jos\'{e} P. and Ladd, Amanda and Johnson, Terris},
title = {Characterizing and understanding game reviews},
booktitle = {FDG '09: Proceedings of the 4th International Conference on Foundations of Digital Games},
year = {2009},
isbn = {978-1-60558-437-9},
pages = {215--222},
location = {Orlando, Florida},
doi = {http://doi.acm.org/10.1145/1536513.1536553},
publisher = {ACM},
address = {New York, NY, USA},
}


DiGRA 2009 Panel on game reviews
You Played That? Game Studies Meets Game Criticism

The videogame style guide and reference manual
http://www.gamestyleguide.com/



Still a Man’s Game: Gender Representation in Online Reviews of Video Games
James D. Ivory
Department of Communication
Virginia Polytechnic Institute and State University

Despite the rising popularity of video games, the majority of the medium’s audience
continues to be male. One reason may be that character representations in video
games are geared toward male players. This content analysis used video game reviews
from a heavily trafficked Internet site to investigate the prevalence and portrayal
of male and female video game characters. Consistent with the findings of
previous studies, female characters were found to be underrepresented and proportionally
more often sexualized in comparison to their male counterparts. In addition
to these findings, the study’s innovative method—the use of online video game reviews
as an indirect measure of video game content—shows promise as a tool for future
content analyses of video games
.

http://filebox.vt.edu/users/jivory/JIvory2006MassCommunicationandSociety.pdf
http://www.informaworld.com/smpp/content~db=all~content=a785314704


Using Genres to Customize Usability Evaluations of Video Games

Video games are varied, with vastly different visual layouts and interaction styles; however, most games that share a common genre still have many user interface similarities. These similarities suggest that genres can be used as a conceptual framework for examining design issues in video games, and for developing a deeper understanding of how the design process can be specialized for specific types of games. In this paper, we consider how genre relates to one aspect of design---the usability of games, which deals with players' ability to learn, control, and understand a game interface. We report results from a study where we coded usability problems in reviews of 108 commercial video games. The review set included 18 games from each of six major game genres. We statistically analyzed the problems from each genre, and found significant differences between many of the genres. We present usability profiles for each genre based on the problem distributions that we found. The profiles describe both common and infrequent problems in each genre and provide details on how they commonly occur in games. The profiles can be used to specialize usability evaluations by helping designers focus on common problems seen in games from each genre.

@inproceedings{
1497006,
author = {Pinelle,, David and Wong,, Nelson and Stach,, Tadeusz},
title = {Using genres to customize usability evaluations of video games},
booktitle = {Future Play '08: Proceedings of the 2008 Conference on Future Play},
year = {2008},
isbn = {978-1-60558-218-4},
pages = {129--136},
location = {Toronto, Ontario, Canada},
doi = {http://doi.acm.org/10.1145/1496984.1497006},
publisher = {ACM},
address = {New York, NY, USA},
}




Jimmy Marcus Larsen on LinkedIn and his blog, Game Design Chronicles

Evaluating User Experience – how game reviewers do it
Jimmy Marcus Larsen
Aalborg University
Department of Computer Science
chrono@cs.aau.dk

ABSTRACT
Video game reviewers have been evaluating games for more than two decades. They might not know it, but their work shares similarities to current UX research. I propose that we take a look at what they have been doing - there might be a few things to learn, because these people have been playing games, evaluating games and thinking about games for a long time, while UX academia has just begun. This paper gives a short overview of the work of the game reviewers. From both quantitative and qualitative game reviews, important UX factors are extracted and suggestions on how to include them in UX evaluations are presented.

Author Keywords
UX evaluation, UX definition, video games, game reviews.

ACM Classification Keywords
H5.m. Information interfaces and presentation (e.g., HCI): Miscellaneous


Are Review Sites Biased?

Klein, Sheri. "Video Game Ratings Accuracy: Evaluating the Entertainment Software Review Board (ESRB) video-game rating system" Paper presented at the annual meeting of the American Sociological Association, Marriott Hotel, Loews Philadelphia Hotel, Philadelphia, PA, Aug 12, 2005 . 2008-10-23

Author's Keywords:
video games, ratings, ESRB, content analysis, culture

Publication Type: Conference Paper/Unpublished Manuscript
Abstract: Using content analysis, this research evaluated the accuracy and accountability of the Entertainment Software Review Board’s (ESRB’s) video game rating system. With a sample of the 20 most popular videogames from Nintendo, Sony and Microsoft this research compared the content observed in games with content descriptors found on video game packaging. Characters found in the games were also analyzed to determine whether or not their appearance, behavior or experiences were accurately represented in the games. Key findings suggest that the ESRB does not always accurately indicate when there are depictions of violence, sex, substance abuse, or profanity in language or music



Boyan, Andrew. "Shaping Video Game Content: Modeling Determinants That Impact Game Quality" Paper presented at the annual meeting of the International Communication Association, TBA, Montreal, Quebec, Canada, May 22, 2008 Online . 2008-12-05

Publication Type: Conference Paper/Unpublished Manuscript
Abstract: An axiomatic model of video game quality is presented. Major groupings of variables from the film success prediction literature are taken and modified into a model with an outcome of video game quality. Major constructs, such as video game quality, are defined with regard to conceptual and operational considerations. The model is presented with an outcome of quality as opposed to financial success. Major assumptions are stated and the model is diagrammed conceptually. Testable hypotheses are generated from the model that specify relationships between interesting variables, and a discussion of further development including testing relationships and model revision is addressed.

http://www.allacademic.com/one/www/www/index.php?cmd=www_search&offset=0&limit=5&multi_search_search_mode=publication&multi_search_publication_fulltext_mod=fulltext&textfield_submit=true&search_module=multi_search&search=Search&search_field=title_idx&fulltext_search=Shaping+Video+Game+Content%3A+Modeling+Determinants+That+Impact+Game+Quality


NPD Retail Tracking Service For PC Games And Video Games
Enterbrain
ChartTrack

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