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The aesthetics of gameplay: a lexical approach

Published: 06 October 2010 Publication History

Abstract

What does it mean to appreciate gameplay? When we judge a game's gameplay, what are the elements or characteristics of gameplay that we should focus our attention on? We report on a study that analyzed the use of the term gameplay in hundreds of thousands of user-submitted game reviews on a popular online website. Using Natural Language Processing (NLP) techniques we identified and extracted the adjectives that modified "gameplay", and then clustered those adjectives based on the words (nouns, verbs and adjectives) which appeared in the surrounding contexts. Our analysis of the resulting clusters shows a surprising richness in the variety of words used to describe gameplay, but more importantly we identify a popular aesthetic of gameplay. The primary elements of gameplay aesthetics are pacing, complexity, cognitive accessibility, scope, demand, and impact. This aesthetic provides two things: empirical support for the importance and centrality of the concepts we've outlined towards understanding gameplay, and evidence of the differences in language for describing gameplay between players and designers/scholars.

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MindTrek '10: Proceedings of the 14th International Academic MindTrek Conference: Envisioning Future Media Environments
October 2010
270 pages
ISBN:9781450300117
DOI:10.1145/1930488
Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

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  • Tampere University of Technology
  • UTA: The University of Tampere
  • Tampere University of Applied Sciences

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Association for Computing Machinery

New York, NY, United States

Publication History

Published: 06 October 2010

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Author Tags

  1. aesthetics
  2. gameplay
  3. lexical analysis
  4. natural language processing
  5. reviews
  6. videogames

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  • Research-article

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MindTrek '10
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  • UTA
MindTrek '10: Academic MindTrek 2010
October 6 - 8, 2010
Tampere, Finland

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Overall Acceptance Rate 110 of 207 submissions, 53%

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  • (2020)Sequential Recommendations on Board-Game PlatformsSymmetry10.3390/sym1202021012:2(210)Online publication date: 2-Feb-2020
  • (2017)CorrigendumSimulation and Gaming10.1177/104687811772585748:4(579-579)Online publication date: 1-Aug-2017
  • (2017)A Taxonomy Approach to Studying How Gamers Review GamesSimulation & Gaming10.1177/104687811770368048:3(363-380)Online publication date: 17-Apr-2017
  • (2012)Extraction of User Opinions by Adjective-Context Co-clustering for Game Review TextsAdvances in Natural Language Processing10.1007/978-3-642-33983-7_29(289-299)Online publication date: 2012
  • (2011)Natural Language Processing in Game Studies ResearchSimulation & Gaming10.1177/104687811142256043:3(356-373)Online publication date: 12-Oct-2011
  • (2011)Rhythmic blueprintsProceedings of the 15th International Academic MindTrek Conference: Envisioning Future Media Environments10.1145/2181037.2181038(3-4)Online publication date: 28-Sep-2011

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