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  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>Using User Created Game Reviews for Sentiment Analysis: A Method for Researching User Attitudes</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Björn Strååt</string-name>
          <email>bjor-str@dsv.su.se</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Harko Verhagen</string-name>
          <email>harko.verhagen@dsv.su.se</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>Stockholm University, Department of Computer, and Systems Sciences</institution>
          ,
          <addr-line>Stockholm</addr-line>
          ,
          <country country="SE">Sweden</country>
        </aff>
      </contrib-group>
      <abstract>
        <p>This paper presents a method for gathering and evaluating user attitudes towards previously released video games. All user reviews from two video game franchise were collected. The most frequently mentioned words of the games were derived from this dataset through word frequency analysis. The words, called “aspects” were then further analyzed through a manual aspect based sentiment analysis. The final analysis show that the rating of user review to a high degree correlate with the sentiment of the aspect in question, if the data set is large enough. This knowledge is valuable for a developer who wishes to learn more about previous games success or failure factors.</p>
      </abstract>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>-</title>
      <p>GHITALY17: 1st Workshop on Games-Human Interaction, April 18th, 2017,
Cagliari, Italy.</p>
      <p>Copyright © 2017 for the individual papers by the papers' authors. Copying
permitted for private and academic purposes. This volume is published and
copyrighted by its editors.
provide user ratings and review services, e.g. products on
amazon.com online store, tourist guides such as Yelp.com,
and TripAdvisor.com, movie reviews such as
rottentomatoes.com, and many more. The video game
community is no different. The content provider service
Steam allows the users to vote and comment on games, and
the website Metacritic.com present both expert- and user
created reviews. User created content offers a vast and
varied source of data for anyone who wish to explore the
user sentiment beyond the basic rating of previously
released products.</p>
      <p>In this study, we have performed an Aspect Based
Sentiment Analysis (ABSA) [2] based on data gathered
from user reviews regarding two video game series, on
Metacritic.com. Our purpose was to explore if the sentiment
an aspect (commonly used words in the reviews) was used
in, would reflect the overall rating from the reviewers. A
positive result would imply that user reviews can be used to
explain user attitudes (positive/negative sentiment) from a
root-cause point of view (the aspects).</p>
      <p>
        The results show that, given that the data set is extensive
enough, there is a strong connection between the sentiment
of the aspect and the rating the reviewer provided.
BACKGROUND
The use of video game reviews as a resource for game
studies is not a common phenomenon. Most of the studies
that has been performed, has been on professional reviews:
Pinelle, Wong &amp; Stach [3] used professional reviews as a
source to find common video game issues, which they
compiled into a set of design patterns, Zagal, Ladd &amp;
Johnson [
        <xref ref-type="bibr" rid="ref4">4</xref>
        ] found that game reviews often include design
suggestions and serious discussions on game designer’s
intention and goals. User created reviews has been used as
well, but not as frequently: Strååt &amp; Verhagen [
        <xref ref-type="bibr" rid="ref5">5</xref>
        ] used user
reviews to evaluate video game heuristics, Zagal &amp; Tomuro
[
        <xref ref-type="bibr" rid="ref6">6</xref>
        ] studied cultural differences and similarities in user
created reviews from Japan and USA, and quite recently,
Koehler, Arnold, Greenhalgh, Owens Boltz &amp; Burdell’s
published their article “A Taxonomy Approach to Studying
How Gamers Review Games” [7]. They used an existing
theoretical model, a video game taxonomy, and compared
user submitted reviews with the categories of the taxonomy.
They found that users to a certain degree used the same
concepts as the taxonomy, and that there was a difference in
use of the concepts depending on the game rating. As more
researchers move into the field, we would like to propose
our method as presented in this paper.
      </p>
      <p>Metacritic
Metacritic.com is a site that aggregates professional
reviewer scores from various online media review sources.
Television shows, movies, music and video games (various
platforms) are examples of media that are presented.
Metacritic calculates an average score called Metascore,
based on the various professional reviewers by converting
the reviewers’ local score into a score of 0 to 100 (e.g. a
local score of 8 out of 10 renders a Metascore of 80). These
scores are weighted (based on the quality and overall
stature of the source) and finalized into a professional
Metascore.</p>
      <p>Regular non-professional users are also allowed to score the
media on a scale of 0 to 10. The unweighted average of this
score is presented by Metacritic as the Userscore.
Nonprofessional users can also post their own reviews along
with their score. The User score does not consider the
length or quality of these reviews; a simple four-word
comment, such as “this game is good”, is valued the same
as an analytical 500-word essay. User reviews and scores
are posted anonymously under a self-selected user name.
The user score is divided into three tiers: Positive, Neutral
and Negative, where Positive is ratings 8 to 10, Neutral is
ratings 5 to 7, and Negative is ratings 0 to 4. The rating tiers
are color coded in green for Positive, yellow for Neutral
and red for Negative.</p>
      <p>
        Metacritic has been the subject of many discussions. The
validity and value of the professional reviews have been
questioned in various video game blogs and online
magazines [
        <xref ref-type="bibr" rid="ref8">8</xref>
        ] [
        <xref ref-type="bibr" rid="ref9">9</xref>
        ], and the site has been used in game and
social studies, e.g. as an examination and comparison of
player experience vis-à-vis professional reviews [
        <xref ref-type="bibr" rid="ref10">10</xref>
        ], or as
a key factor in assessing game value and quality [
        <xref ref-type="bibr" rid="ref11">11</xref>
        ]. Most
commonly, the discussion has been around the professional
reviews. In this study however, we have only looked at the
User score and user comments.
      </p>
      <p>Games in this study
The goal of this study is to see if the user sentiment differs
between games that are released in a series. To this end, we
decided to examine the user comments of the game series
“Dragon Age” and “Mass Effect”. At the time of the study,
Dragon Age has three installments: Dragon Age: Origin
(DA1) [12], Dragon Age 2 (DA2) [13], and Dragon Age:
Inquisition (DA3) [14]. Mass Effect has four installments,
but only the three first existed when we performed the data
collection. These are Mass Effect (ME1) [15], Mass Effect
2 (ME2) [16], Mass Effect 3 (ME3) [17].</p>
      <p>We chose these franchises since they are widely known,
and represents a relatively common and popular game genre
(role playing games), and most importantly, they have
received varying ratings from players. The PC version of
DA1 received 8.7/10.0 userscore on Metacritic, DA2
received 4.5/10.0, and DA3 received 5.9/10.0.</p>
      <p>ME1 received a userscore of 8.6/10.0, ME2 received
8.8/10.0, and ME3 was rated 5.6/10.0.</p>
      <p>The sudden drop in ratings from DA1 to DA2, and ME1/2
to ME3 tells us that something has changed in the series,
either with the games or the users. This is the phenomenon
we wanted to explore by analyzing the user reviews.
METHOD
In this section, we describe our scientific approach and
methods for data gathering and analysis. We use a
qualitatively driven mixed methods approach, where
quantitative methods supplement and improve the study’s
results. The qualitative analysis is done through a through
manual aspect based sentiment analysis. The quantitative
analysis was done through hypothesis testing using a
Chisquare test.</p>
      <p>Aspect Based Sentiment Analysis
An aspect based sentiment analysis (ABSA) [2] is
performed when user sentiment of certain aspects of a
multi-aspect entity is to be measured, in a dataset gathered
from user comments, such as online forum or user created
reviews. Video games have plenty of aspects that the user
considers when playing, e.g. playability, graphics, storyline.
Aspects are words or phrases that exist either explicit or
implicit in the dataset. Explicit aspects are the actual word
in context, and implicit aspects are inferred from the
context. For example, if the aspect is gameplay, an explicit
occurrence could be “I really enjoyed the gameplay”, and
an intrinsic could be “I really enjoyed the challenges and
the features of X.”
The aspects are determined through a word frequency
analysis. After the dataset is collected, product or domain
relevant words that occur on a frequency above a pre-set
threshold are retained for the following sentiment analysis
step. The sentiment analysis is then performed either
through a scripted natural language processing algorithm, or
through a manual read through. The result will show the
sentiment for each aspect, for example in terms of positive,
neutral, or negative sentiment.</p>
      <p>Word frequency and selection
The data collection for our ABSA was performed in the
following steps. First, we collected all user reviews on the
PC-version of the three games from the Dragon Age
franchise: DA1, DA2, and DA3, and the three first games
from the Mass Effect franchise: ME1, ME2, ME3, from
Metacritic.com. As mentioned in the Metacritic description
in the background section, Metacritic authors rate their own
reviews to reflect their experience of the game in question.
This is a rating from 0 to 10, but in effect it will categorize
the comment as one of three tiers: low, medium, or high
rated. We decided to only work with the reviews of the
PCversion (the games exist for multiple platforms) as it was
the versions that we were familiar with.</p>
      <p>For each game, we did a word frequency analysis, using
AntConc 1, to find which aspect that was most frequently
used in the reviews. As we had no previous practice of this
method in this context, the threshold was set after we saw
the results – we decided to pursue the three most frequent
explicit aspects that were shared by all three games. These
explicit aspects were: Story, Combat, and Character. All
reviews that did not contain any of the aspects were omitted
from the dataset. As the reviews were rated by the authors,
we already had the rating categories.</p>
      <p>Since the review rating and the sentiment of the aspect may
differ – for example, a high rating review may use an aspect
in a negative way – it was important to collect all reviews
of all ratings, that contained at least one aspect. Figure 1 is
an illustration on how frequent the aspects were in relation
to review rating. As can be seen, the aspects tend to be
more frequent in low rated reviews than high and mid rated
reviews. This was true for all games, but for reasons of
limited space, only one figure is shown.</p>
      <p>Story-concept in relation to game</p>
      <p>rating
2500
2000
1500
1000
500
0</p>
    </sec>
    <sec id="sec-2">
      <title>DA1 Story DA2 Story DA3 Story</title>
    </sec>
    <sec id="sec-3">
      <title>High rate Mid rate Low rate</title>
      <p>After the data collection, we had a dataset of reviews for
each game, regarding the three aspects (story, combat,
character). Each review was categorized into its original
rating level.</p>
    </sec>
    <sec id="sec-4">
      <title>So, in conclusion of this section:</title>
      <p>1 AntConc, by Anthony (2012), is a freeware concordance
and text analysis tool by Dr Laurence Anthony at the
Faculty of Science and Engineering at Waseda University,
Japan (http://www.antlab.sci.waseda.ac.jp/index.html).
•
•
•
•
•
•</p>
      <p>Aspects were determined through word frequency
analysis of all the user reviews
The three most frequent aspects were combat,
story, character.</p>
      <p>Each game had a number of reviews
A review contains at least one of the aspects
A review is rated as either low, medium, or high
The dataset contains all reviews, sorted by game,
rating, and aspect.</p>
      <p>Manual Sentiment Analysis
The sentiment analysis was performed online, through an
online crowdsourcing service.2 The rating and name of the
game was omitted for the evaluators to limit the risk of bias.
The evaluators were asked to read a review, or excerpt of a
review, which contained one of the aspects, and to
determine if the author of the review had used the aspect in
a positive, neutral, or negative way. The following quote is
an example of an excerpt that the evaluators judged:
“The menus, crafting and combat are so totally and
completely cumbersome. Everything is very statically
organized and takes so much time. I spent an ungodly
amount of hours collecting resources, crafting things,
comparing items to what I already owned and it is just so,
so, so cumbersome and tiresome, it really damages the
game”
The aspect of combat occurs in the quote, and the overall
use of the aspect is considered negative.8268 review
excerpts from the DA series and 3357 from the ME series
were analyzed this way, and each aspect was judged by at
least three evaluators. If an excerpt would contain more
than one aspect, it would be run again, through a second (or
third) sentiment analysis, where that aspect would be in
focus for the evaluator. When the sentiment analysis was
done, the dataset was reconstructed with rating and game
name.</p>
      <p>Chi-square analysis
Chi square is a common test for hypothesis testing. At its
core, it calculates the differences between observed
frequencies and expected frequencies in a row by row and
column by column calculation, adding the calculations for
each cell together into one comprehensive measure.
Depending on the degrees of freedom (number of rows
minus 1 times number of columns minus one) and the
measure of reliability, cut-off measures have been
calculated. A Chi square above the cut-off value means that
the probability of the variables to be independent (Null
hypothesis) is below the reliability (usually .05 or lower). In
general, for 2*2 tables, a lower threshold of 5 for each
expected frequency is thought to be needed, even if some
2 www.crowdflower.com; a data mining and crowdsourcing
service where researchers can upload their data e.g. for
manual sentiment analysis by anonymous evaluators.
debate exists concerning this value. Thus, for a 3*3 table
such as ours, at least 45 observations need to exist from the
start for Chi square to be a reliable test by general
agreement.</p>
      <p>RESULT
After the sentiment analysis, we processed the data from an
analytical standpoint. Table 1 shows the complete data set
for all three DA games, distributed on review ratings,
aspects and sentiment, and table 2 shows the same for the
ME games.</p>
      <p>We tested the relevance of each of the three aspects for the
overall review. We constructed the following null
hypothesis: There is no relationship between the values of
aspect X (character, combat or story) and the overall
review rating.</p>
      <sec id="sec-4-1">
        <title>Dragon Age</title>
      </sec>
      <sec id="sec-4-2">
        <title>Review rating Low Mid High</title>
        <p>633
1038
68
520
358
43
993
1056
72
4781
28
53
88
10
25
59</p>
      </sec>
      <sec id="sec-4-3">
        <title>Aspect</title>
      </sec>
    </sec>
    <sec id="sec-5">
      <title>Character</title>
    </sec>
    <sec id="sec-6">
      <title>Combat</title>
    </sec>
    <sec id="sec-7">
      <title>Story</title>
    </sec>
    <sec id="sec-8">
      <title>Character</title>
    </sec>
    <sec id="sec-9">
      <title>Combat</title>
    </sec>
    <sec id="sec-10">
      <title>Story</title>
    </sec>
    <sec id="sec-11">
      <title>Character</title>
    </sec>
    <sec id="sec-12">
      <title>Combat</title>
    </sec>
    <sec id="sec-13">
      <title>Story</title>
    </sec>
    <sec id="sec-14">
      <title>Character</title>
    </sec>
    <sec id="sec-15">
      <title>Combat</title>
    </sec>
    <sec id="sec-16">
      <title>Story</title>
      <sec id="sec-16-1">
        <title>Aspect</title>
      </sec>
    </sec>
    <sec id="sec-17">
      <title>Character</title>
    </sec>
    <sec id="sec-18">
      <title>Combat</title>
    </sec>
    <sec id="sec-19">
      <title>Story</title>
    </sec>
    <sec id="sec-20">
      <title>Character</title>
    </sec>
    <sec id="sec-21">
      <title>Combat</title>
    </sec>
    <sec id="sec-22">
      <title>Story</title>
    </sec>
    <sec id="sec-23">
      <title>Character</title>
    </sec>
    <sec id="sec-24">
      <title>Combat</title>
    </sec>
    <sec id="sec-25">
      <title>Story</title>
      <p>Chi Square Test Results
Using the Chi square test, we obtained the values presented
in table 3 and 4. The tables show Chi-square per aspect for
each game.
All values exceed the threshold at p= 0.001 and 4 degrees
of freedom (18,465) thus in all cases of the DA series; the
null hypothesis can be reject. We conclude that there is a
correlation between the aspect value and the overall review
value.</p>
      <p>Chi square
120,2
100,4
196,6
304,9
299,6
426,6
1072,5
374,4
1250,2
1541,3
813,8
1963,4
Chi square
94.12
31.15
139.48
252.13
75.20
470.90
466.21
163.41
797.27
Given the minimum value of 5, each row or column should
have at least 15 observations, which in the case of ME1
does not hold for any of the aspects as there are fewer than
15 observations in the "Low" column for each of the 3
aspects. The same goes for ME2 for the Combat aspect
(only 5 with score "Low" and only 7 with score "Mid").
DISCUSSION
Our results show that if an aspect occurs in a review, the
sentiment of that aspect will reflect the rating of the review.
The null hypothesis was falsified for all games, and all
aspects except for two of the games in the ME series, ME1
and ME2.</p>
      <p>This implies that the aspects reflect areas, in the games, that
are disliked by the users. The relatively high frequency of
the aspects is an indication that these areas are the most
important ones for the users. It also indicates that the root
cause of the low rated reviews is to be found within the
game features that the aspects represent.</p>
      <p>The null hypothesis was not possible to falsify for ME1 and
ME2 due to the lack of data for these two games. Looking
at table 2, we can see that it only exists 10 Low
review/Combat neutral, meaning that this data point cannot
be calculated using Chi-square. This is a good indication
that the threshold for the word frequency analysis (please
see method section, word frequency and selection) must be
at least 45 for the analysis to be valid.</p>
      <p>However, a game designer might not need the analysis to be
statistically valid: Consider figure 1. The amount of user
reviews increase for each instalment of the game franchise,
but a large majority of the increase is within the negatively
rated reviews. This is our first clue that the related aspect is
important to the users. This is not a statistically validated
result, but it gives us an indication if we are looking at
something that needs to be further investigated. The amount
of low rated reviews that contain at least one of each aspect
may indicate that these aspects are part of the reasons that
users didn’t appreciate the games. From a video game
developer standpoint, we could stop here. It wouldn’t take
too long to manually read through a few pages of these
comments to get an estimated overview whether the aspects
are used in a negative sentiment or not. A developer can, at
this stage, get this overview and regard their design choices
accordingly.</p>
      <p>The frequency of the aspects implies that they are important
to the users – this implies that the authors of the low rated
reviews are disappointed of the aspects as presented in the
games. A future research task would be to perform a more
qualitative analysis, on user review level, to pinpoint the
root cause of the problems that the users experience. A
content analysis, for example, of the material would give a
more detailed insight. Furthermore, we have only worked
with the PC-reviews of the game franchises. A full out
analysis of all the platforms for all the games would
possibly render a different result, or enhance the one
presented in this paper.
Culture, vol. 7, no. 1, pp. 101-127, 2013.
[12] Dragon Age:Origins, BioWare, 2009.
[13] Dragon Age II, BioWare, 2011.
[14] Dragon Age: Inquisition, BioWare, 2014.
[15] BioWare, Mass Effect, USA: Electronic Arts, 2007.
[16] BioWare, Mass Effect 2, USA: Electronic Arts, 2010.
[17] BioWare, Mass Effect 3, USA: Electronic Arts, 2012.</p>
    </sec>
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