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As video games continue to evolve, understanding what drives player enjoyment remains a key challenge. Player reviews provide valuable insights, but their unstructured nature makes large-scale analysis difficult. This study applies…
The video game industry is larger than both the film and music industries combined. Recommender systems for video games have received relatively scant academic attention, despite the uniqueness of the medium and its data. In this paper, we…
The popularity of computer games is remarkably high and is still growing every year. Despite this popularity and the economical importance of gaming, research in game design, or to be more precise, of game mechanics that can be used to…
Video games have become an integral part of most people's lives in recent times. This led to an abundance of data related to video games being shared online. However, this comes with issues such as incorrect ratings, reviews or anything…
Being predominant in digital entertainment for decades, video games have been recognized as valuable software artifacts by the software engineering (SE) community just recently. Such an acknowledgment has unveiled several research…
With the recent increase in the quantity of high fidelity games appearing on mobile devices and the recent trend of gaming focused mobile devices, there is a new requirement for a clear and comprehensive measure of the quality of gaming…
Many videogames suffer "review bombing" -a large volume of unusually low scores that in many cases do not reflect the real quality of the product- when rated by users. By taking Metacritic's 50,000+ user score aggregations for PC games in…
The video game industry has seen rapid growth over the last decade. Thousands of video games are released and played by millions of people every year, creating a large community of players. Steam is a leading gaming platform and social…
In recent years the game industry has had a huge growth. We've seen new game consoles, great looking games and an increase in the number of people playing them. We are presently in the seventh generation of video games which focuses on…
Recommendation systems increasingly depend on massive human-labeled datasets; however, the human annotators hired to generate these labels increasingly come from homogeneous backgrounds. This poses an issue when downstream predictive models…
This paper empirically investigates how an individual's network influences their purchase and subsequent use of experience goods. Utilising data on the network and game-ownership of over 108 million users from the world's largest video game…
Recent advancements have expanded the role of Large Language Models in board games from playing agents to creative co-designers. However, a critical gap remains: current systems lack the capacity to offer constructive critique grounded in…
Video-game players generate huge amounts of data, as everything they do within a game is recorded. In particular, among all the stored actions and behaviors, there is information on the in-game purchases of virtual products. Such…
The paper presents a cross-domain review analysis on four popular review datasets: Amazon, Yelp, Steam, IMDb. The analysis is performed using Hadoop and Spark, which allows for efficient and scalable processing of large datasets. By…
As AI becomes increasingly embedded in digital games, players' attitudes de-pend not only on whether AI is used, but also on where and how it intervenes in gameplay. This study examines players' evaluative patterns toward eight AI…
To which degree can abstract gameplay metrics capture the player experience in a general fashion within a game genre? In this comprehensive study we address this question across three different videogame genres: racing, shooter, and…
Online competitive games have become increasingly popular. To ensure an exciting and competitive environment, these games routinely attempt to match players with similar skill levels. Matching players is often accomplished through a rating…
In video games, players' perception of the game world and related information depends on their or the game designer's choice of a virtual camera model. In this paper, we attempt to answer the research question of whether it is possible to…
As a novel and fast-changing field, the video game industry does not have a fixed and well-defined vocabulary. In particular, game genres are of interest: No two experts seem to agree on what they are and how they relate to each other. We…
With respect to digital games, older adults are a demographic that is often underserved due to an industry-wide focus on younger audiences' preferences and skill sets. Meanwhile, as artificial intelligence (AI) continues to expand into…