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ANALYZING GAME REVIEWS

CHARLES HARRISON, WILLIAM KILLOUGH

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INTRODUCTION

  • Success of games begins with understanding your customer.

  • Review systems great way to get feedback.

  • Sheer volume of reviews makes evaluating in depth difficult.

  • Problems customers have must be addressed.

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INTRODUCTION

  • Patterns exist that can potentially give important insight.

  • Each customer is unique.

  • Not all games genres have the same patterns.

  • Many variables exist within reviews.

  • Correlations between the variables could be monumental.

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DATA COLLECTION

  • All data came from game reviews left by players

  • Data files were converted to CSV

  • Free to play (F2P) and buy to play (B2P) game models in the MMO market.

  • Main research question intends to answer difference between these models, and their impact on the frequency of highly enthusiastic, as well as negative reviews.

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DATA COLLECTION

  • Using total word count to measure positive and negative net response.

  • Hypothesis being that higher word count means the reviewer is more sincere.

  • Each MMO has its own sub-genre

  • Each sub-genre has its own unique player base

  • F2P and B2P MMO sub-genres are important in measuring customer response

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DATA COLLECTION

  • Anticipating F2P reviews to be shorter, or lower enthusiasm

  • Anticipating B2P reviews to contain more enthusiasm

  • Understanding the relationship between these variables can help developers market more effectively.

  • See the 12 variables we tracked.

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DATA COLLECTION - VARIABLES

Recent_Played_Time Numeric�Review Character �Achievement_Percentage Numeric�Total_Played_Time Numeric�Rating Factor Factor�Friends Integer Numeric�Gamed_Owned Integer�Monetization Factor�Game_Name Character�Genre Integer Character�Adjusted_Time_Played Integer�Review_Char_Count Integer

Tracks last 2/wks played time�Raw review words�% of game completion�Tracks total playtime by hours�Pos/Neg value�Tracks total # of friends�Tracks total # of owned games�Paid/Free value�Name of game�Name of genre game belongs�Weighted total playtime by hours�Count of review characters

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DATA ANALYSIS - OVERVIEW

  • First step in understanding the relationships of the variables.

  • What affects the time people spend playing a game?

  • Best indicator, the variable Adjusted_Time_Played.

  • Regressing variables on Adjusted_Time_Played will show notable values.

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DATA ANALYSIS - TIME PLAYED

Notable Values:

  • Rating
  • Recent_Played_Time
  • Friends
  • Monetization
  • Achievement_Percentage

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DATA ANALYSIS - TIME PLAYED - EFFECTS OF RATING

  • People play games less if they don’t like them

  • Fair assumption

  • Data backs it up strongly.

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DATA ANALYSIS - TIME PLAYED - EFFECTS OF MONETIZATION

  • People tend to play free games more.

  • Free games are generally designed to keep people playing.

  • There are ‘holdouts’ who will continue playing free games even if they leave a negative review.

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DATA ANALYSIS - TIME PLAYED - EFFECTS OF GAME GENRE

  • The MOBA genre has been well known to attract players for long periods of time.

  • This is using the adjusted time played value.

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DATA ANALYSIS - TIME PLAYED - COMMITTED PLAYERS

  • Players who had less than 10 hours played removed.

  • Greatly affects the total average of some games.

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DATA ANALYSIS - TIME PLAYED - FRIENDS

  • Average number of hours categorized by groupings of number of friends.

  • Fair linear relationship between the two variables.

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DATA ANALYSIS - TIME PLAYED - FRIENDS

  • Average number of friends categorized by time played.

  • Linear relationship remains, with a slight dip at (700,800).

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DATA ANALYSIS - TIME PLAYED - FRIENDS

  • Outliers severely affect the data.

  • Several players with many friends at 0 hours played.

  • Best-fit line still shows minor correlation even with outliers included.

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DATA ANALYSIS - RATING - FRIENDS

  • Number of friends has an effect on rating as well.

  • Players that have more friends may ‘enjoy’ the game more.

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DATA ANALYSIS - RATING - GAMES OWNED

  • The number of games someone owns seems to slightly affect the rating.

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DATA ANALYSIS - RATING - GAMES OWNED

## ## Welch Two Sample t-test 21 ## ## �data: test_neg$Games_Owned and test_pos$Games_Owned

## t = 1.8134, df = 41.784, p-value = 0.03848 �## alternative hypothesis: true difference in means is greater than 0

  • Passes hypothesis test using normal, random samples from the data.
  • Hard to explain why this is affecting the data, but it is.

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DATA ANALYSIS - RATING - MONETIZATION

  • Paid games have about 2% more negative reviews than free games.

  • That is effectively 25% less negative reviews for free games.

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DATA ANALYSIS - RATING - MONETIZATION

  • Players are harsher on MMORPG games over MOBA games by a difference of 5%.

  • Small 2% difference between MOBA and Shooter genres.

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DATA ANALYSIS - RATING - COMPLETION

  • Players who leave negative reviews still complete a similar chunk of the game even though they play less.

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DATA ANALYSIS - NEGATIVE RATINGS

  • How many reviews come from players who have never loaded the game?

17/38,000 - An effective 0%.

However, 5% of all reviews come from players who have played less than 4 hours. (The mean hours played is 511 hours)

  • How many of these reviews are negative?

20% of ALL negative reviews are from users who played the game 4 hours or less.

Found something they didn’t like

Simply didn’t enjoy the game

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SUMMARY

  • Do people with more friends play multiplayer games longer than those with fewer friends?
    • Yes.
      • Correlation between number of friends and time spent in game.

  • Is there anything that has a noticeable effect on whether a review will be positive or negative?
    • Inconclusive.
      • Fewer friends, and more games owned, correlates to more likely negative reviews.

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SUMMARY

  • How do free games compare to paid games in terms of their positive/negative reviews and time played?
    • Paid games slightly, by 2%, more harshly criticized.
    • Free games had higher total play time. (Dota 2 skew)

  • How do game genres compare in terms of positive/negative reviews and time played?
    • MOBA genre highest total playtime, and number of positive ratings.

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SUMMARY

  • Do people that leave negative reviews play those games as much as those that leave positive reviews? Do they complete as much of the game?
    • No, and yes.
      • Negative reviews have less total playtime, but do complete as much of the game.

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CONCLUSION

  • Still no clear way to determine if customer will leave negative or positive review.
  • Minor trends discovered can help with prediction.
  • Key trend #1 : Players leaving negative reviews do play the game less, while still completing the same amount.
  • Key trend #2 : 20% of negative reviewers barely played the game.
  • If number of negative reviewers grow, focus on improving the beginning of their game.

  • Overall, companies should focus on solutions, not prediction.