The impact of negative game reviews and user comments on player experience

Game reviews and player ratings have an effect on the commercial success of games. They are used extensively by game developers to gauge the success of their titles and by potential buyers to make more informed purchase decisions. However, their potential influence on player experience remains uncertain. We investigated how game reviews and user comments influence players' affective states and experiences during game play. We found that both professional reviews and user comments (especially the negative comments) affected experience measured through game ratings, and that this effect was not mediated by changes in players' moods. Our results are important to the game industry because of the meaningful negative effect that user and critic comments can have on individual player experience and the resulting commercial success of a game.

[1]  Christopher M. Snyder,et al.  The Influence of Expert Reviews on Consumer Demand for Experience Goods: A Case Study of Movie Critics , 2005 .

[2]  Regan L. Mandryk,et al.  Critic-proofing: how using critic reviews and game genres can refine heuristic evaluations , 2010, Future Play.

[3]  S. Chaiken Heuristic versus systematic information processing and the use of source versus message cues in persuasion. , 1980 .

[4]  S. Sundar The MAIN Model : A Heuristic Approach to Understanding Technology Effects on Credibility , 2007 .

[5]  Youjae Yi Cognitive and affective priming effects of the context for print advertisements , 1990 .

[6]  K. Vohs,et al.  Case Western Reserve University , 1990 .

[7]  S. Shyam Sundar,et al.  News cues: Information scent and cognitive heuristics , 2007, J. Assoc. Inf. Sci. Technol..

[8]  José Pablo Zagal,et al.  Characterizing and understanding game reviews , 2009, FDG.

[9]  S. Chaiken,et al.  Heuristic processing can bias systematic processing: effects of source credibility, argument ambiguity, and task importance on attitude judgment. , 1994, Journal of personality and social psychology.

[10]  T. Baumgartner Reading Statistics and Research (5th ed.) , 2008 .

[11]  O. John,et al.  Automatic vigilance: the attention-grabbing power of negative social information. , 1991, Journal of personality and social psychology.

[12]  James D. Ivory Still a Man's Game: Gender Representation in Online Reviews of Video Games , 2006 .

[13]  Susan T. Fiske,et al.  Attention and weight in person perception: The impact of negative and extreme behavior. , 1980 .

[14]  K. Isbister,et al.  Chapter 14 – Physiological Measures for Game Evaluation* , 2008 .

[15]  Silvia Knobloch-Westerwick,et al.  News cues: Information scent and cognitive heuristics: Research Articles , 2007 .

[16]  S. Shyam Sundar,et al.  Authority vs. peer: how interface cues influence users , 2009, CHI Extended Abstracts.

[17]  P. Lang Behavioral treatment and bio-behavioral assessment: computer applications , 1980 .

[18]  T. A. Williams,et al.  Technology in mental health care delivery systems , 1980 .

[19]  A. Tversky,et al.  Judgment under Uncertainty: Heuristics and Biases , 1974, Science.