A linguistic analysis of games: Verbs and nouns for content estimation

This paper outlines a linguistic approach to understanding the content of games. Understanding game verbs as the fundamental unit of interaction within game environments it provides perspective on popular play experiences. The benefits of such analysis include a scalable view of the self reported content of games and the ways in which problems are being solved in games. The content of games is contrasted with the content of books for comparison. The findings indicate games are relatively limited in the diversity of verbs they use. The results also demonstrate greater emphasis on gender, and life or death in popular books than in popular mobile games. The occurrence of violent language like war and kill occur significantly more often in best-selling book descriptions than in best-selling mobile games. The most common game verbs from this research are use, touch, get, have, take, like, earn, try, create and make. Author

[1]  Klaus Krippendorff,et al.  Content Analysis: An Introduction to Its Methodology , 1980 .

[2]  Bart Simon Indie Eh? Some Kind of Game Studies. , 2012 .

[3]  Zhu Liu,et al.  Multimedia content analysis-using both audio and visual clues , 2000, IEEE Signal Process. Mag..

[4]  W H Dietz,et al.  Physiologic responses to playing a video game. , 1991, American journal of diseases of children.

[5]  Michael Mateas,et al.  Towards Automated Game Design , 2007, AI*IA.

[6]  Anderson,et al.  Special Feature Zork: A Computerized Fantasy Simulation Game , 1979, Computer.

[7]  Miguel Sicart,et al.  Defining Game Mechanics , 2008, Game Stud..

[8]  Clara Fernández-Vara,et al.  Towards an Ontological Language for Game Analysis , 2005, DiGRA Conference.

[9]  Fergal McCaffery,et al.  NLP-SIR: A Natural Language Approach for Spreadsheet Information Retrieval , 2009, ArXiv.

[10]  Mary Flanagan,et al.  Critical Play: Radical Game Design , 2009 .

[11]  Edward Downs,et al.  Keeping Abreast of Hypersexuality: A Video Game Character Content Analysis , 2010 .

[12]  Jessica M. Jerabeck,et al.  A longitudinal test of video game violence influences on dating and aggression: a 3-year longitudinal study of adolescents. , 2011, Journal of psychiatric research.

[13]  Anthony Dunne,et al.  Design Noir: The Secret Life of Electronic Objects , 2001 .

[14]  Jan Arnold Top 10 , 2016 .

[15]  George Orwell,et al.  Animal farm , 2014, Nature.

[16]  J. C. Dill,et al.  VIDEO GAME VIOLENCE: A REVIEW OF THE EMPIRICAL LITERATURE , 1998 .