A preliminary network analysis on steam game tags: another way of understanding game genres

Video game genre classification has long been a focusing perspective in game studies domain. Despite the commonly acknowledged usefulness of genre classification, scholars in the game studies domain are yet to reach consensus on the game genre classification. On the other hand, Steam, a popular video game distribution platform, adopts the user-generated tag feature enabling players to describe and annotate video games based on their own understanding of genres. Despite the concern of the quality, the user-generated tags (game tags) provide an opportunity towards an alternative way of understanding video game genres based on the players' collective intelligence. Hence, in this study, we construct a network of game tags based on the co-occurrence of tags in games on Steam platform and analyze the structure of the network via centrality analysis and community detection. Such analysis shall provide an intuitive presentation on the distribution and connections of the game tags, which furthermore suggests a potential way of understanding the important tags that are commonly adopted and the main genres of video games.

[1]  Stefano Ferretti,et al.  On the complex network structure of musical pieces: analysis of some use cases from different music genres , 2017, Multimedia Tools and Applications.

[2]  Aki Järvinen,et al.  Games without Frontiers: Theories and Methods for Game Studies and Design , 2008 .

[3]  Juan J. Vargas-Iglesias Making Sense of Genre: The Logic of Video Game Genre Organization , 2020, Games Cult..

[4]  Christian Bauckhage,et al.  The Playtime Principle: Large-scale cross-games interest modeling , 2014, 2014 IEEE Conference on Computational Intelligence and Games.

[5]  L. Freeman Centrality in social networks conceptual clarification , 1978 .

[6]  Marc Lemercier,et al.  Android application classification and anomaly detection with graph-based permission patterns , 2017, Decis. Support Syst..

[7]  Lea Skorin-Kapov,et al.  The impact of video encoding parameters and game type on QoE for cloud gaming: A case study using the steam platform , 2015, 2015 Seventh International Workshop on Quality of Multimedia Experience (QoMEX).

[8]  Gabriel S. Simoes,et al.  Movie genre classification with Convolutional Neural Networks , 2016, 2016 International Joint Conference on Neural Networks (IJCNN).

[9]  Katherine Thornton,et al.  Facet Analysis of Video Game Genres , 2014 .

[10]  Mathieu Bastian,et al.  Gephi: An Open Source Software for Exploring and Manipulating Networks , 2009, ICWSM.

[11]  Yana Bromberg,et al.  Functional Basis of Microorganism Classification , 2015, PLoS Comput. Biol..

[12]  Haoran Wen,et al.  Improving community detection in networks by targeted node removal. , 2011, Physical review. E, Statistical, nonlinear, and soft matter physics.

[13]  Qi Tian,et al.  Musical genre classification using support vector machines , 2003, 2003 IEEE International Conference on Acoustics, Speech, and Signal Processing, 2003. Proceedings. (ICASSP '03)..

[14]  Cynthia S. Q. Siew,et al.  Community structure in the phonological network , 2013, Front. Psychol..

[15]  Claudio Castellano,et al.  Defining and identifying communities in networks. , 2003, Proceedings of the National Academy of Sciences of the United States of America.

[16]  Albert-László Barabási,et al.  Statistical mechanics of complex networks , 2001, ArXiv.

[17]  Alfred O. Hero,et al.  Deep Community Detection , 2014, IEEE Transactions on Signal Processing.

[18]  Artur Lugmayr,et al.  Proceedings of the 13th International MindTrek Conference: Everyday Life in the Ubiquitous Era , 2009 .

[19]  John M. Swales,et al.  Genre Analysis: English in Academic and Research Settings , 1993 .

[20]  Joseph T. Tennis,et al.  Developing a video game metadata schema for the Seattle Interactive Media Museum , 2013, International Journal on Digital Libraries.

[21]  Cor-Paul Bezemer,et al.  An empirical study of game reviews on the Steam platform , 2018, Empirical Software Engineering.

[22]  Lois Mai Chan,et al.  Cataloging and Classification: An Introduction , 1994 .

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

[24]  Tom Apperley Genre and game studies: Toward a critical approach to video game genres , 2006 .

[25]  Chris Crawford,et al.  The Art of Computer Game Design , 1984 .

[26]  Espen Aarseth,et al.  A multidimensional typology of games , 2003, DiGRA Conference.

[27]  Jin Ha Lee,et al.  Empirical evaluation of metadata for video games and interactive media , 2015, J. Assoc. Inf. Sci. Technol..

[28]  Bernardo A. Huberman,et al.  Usage patterns of collaborative tagging systems , 2006, J. Inf. Sci..

[29]  Ali Faisal,et al.  Establishing Video Game Genres Using Data-Driven Modeling and Product Databases , 2018, Games Cult..

[30]  David A. Clearwater,et al.  What Defines Video Game Genre? Thinking about Genre Study after the Great Divide , 2011 .

[31]  Andrea Lancichinetti,et al.  Community detection algorithms: a comparative analysis: invited presentation, extended abstract , 2009, VALUETOOLS.

[32]  Y. Shavitt,et al.  An analysis of the Steam community network evolution , 2012, 2012 IEEE 27th Convention of Electrical and Electronics Engineers in Israel.

[33]  Tony Dudley-Evans,et al.  Genre: what teachers think , 1998 .

[34]  Cor-Paul Bezemer,et al.  An empirical study of early access games on the Steam platform , 2017, Empirical Software Engineering.

[35]  Donald F. Towsley,et al.  Measuring and maximizing group closeness centrality over disk-resident graphs , 2014, WWW.

[36]  Kevin P. Jones,et al.  The environment of classification: The concept of mutual exclusivity , 1973, J. Am. Soc. Inf. Sci..

[37]  M E J Newman,et al.  Modularity and community structure in networks. , 2006, Proceedings of the National Academy of Sciences of the United States of America.

[38]  Hsin-Chang Yang,et al.  Mining personality traits from social messages for game recommender systems , 2019, Knowl. Based Syst..

[39]  Jean-Loup Guillaume,et al.  Fast unfolding of communities in large networks , 2008, 0803.0476.

[40]  Pasquale De Meo,et al.  Generalized Louvain method for community detection in large networks , 2011, 2011 11th International Conference on Intelligent Systems Design and Applications.

[41]  Xiang-Yang Li,et al.  Ranking of Closeness Centrality for Large-Scale Social Networks , 2008, FAW.

[42]  H ApperleyThomas Genre and game studies , 2006 .

[43]  Sergey Brin,et al.  The Anatomy of a Large-Scale Hypertextual Web Search Engine , 1998, Comput. Networks.

[44]  Xiaozhou Li,et al.  A User-App Interaction Reference Model for Mobility Requirements Analysis , 2015, ICSEA 2015.

[45]  Espen Aarseth,et al.  Game Classification as Game Design: Construction Through Critical Analysis , 2005, DiGRA Conference.

[46]  Christian Bauckhage,et al.  Large-Scale Cross-Game Player Behavior Analysis on Steam , 2021, AIIDE.

[47]  Janne Paavilainen,et al.  Casual games discussion , 2007, Future Play.

[48]  Cor-Paul Bezemer,et al.  Studying the urgent updates of popular games on the Steam platform , 2017, Empirical Software Engineering.

[49]  F. Fabbri A Theory Of Musical Genres. Two Applications , 1982 .

[50]  Robin Mansell,et al.  The international encyclopedia of digital communication and society , 2015 .

[51]  Ulrik Brandes,et al.  Maintaining the duality of closeness and betweenness centrality , 2016, Soc. Networks.

[52]  M E J Newman,et al.  Community structure in social and biological networks , 2001, Proceedings of the National Academy of Sciences of the United States of America.

[53]  D. Fox Harrell,et al.  Developing Social Identity Models of Players from Game Telemetry Data , 2014, AIIDE.

[54]  Zach Whalen,et al.  Game/Genre: A Critique of Generic Formulas in Video Games in the Context of "The Real" , 2004 .

[55]  Sunny Hyon,et al.  Text, role, and context: Developing academic literacies , 1998 .

[56]  Alex Bavelas,et al.  Communication Patterns in Task‐Oriented Groups , 1950 .

[57]  L. Wittgenstein Philosophical investigations = Philosophische Untersuchungen , 1958 .

[58]  Csaba Veres,et al.  The Language of Folksonomies: What Tags Reveal About User Classification , 2006, NLDB.

[59]  Gerard J. Steen Genres of discourse and the definition of literature , 1999 .

[60]  John Burnheim,et al.  Philosophical Investigations: Philosophische Untersuchungen , 1954 .

[61]  Dominic Arsenault,et al.  Video Game Genre, Evolution and Innovation , 2009, Eludamos: Journal for Computer Game Culture.

[62]  Alessandro Lameiras Koerich,et al.  A Machine Learning Approach to Automatic Music Genre Classification , 2008, Journal of the Brazilian Computer Society.

[63]  U. Brandes A faster algorithm for betweenness centrality , 2001 .

[64]  C. Beghtol The Concept of Genre and Its Characteristics , 2005 .

[65]  Jesper Juul Half-Real: Video Games between Real Rules and Fictional Worlds , 2005 .

[66]  Albert N. Greco The book publishing industry , 1996 .

[67]  Jin Ha Lee,et al.  Full Steam Ahead: A Conceptual Analysis of User-Supplied Tags on Steam , 2016 .

[68]  Paul S. Breidenbach,et al.  The Medium of the Video Game , 2005 .

[69]  Annakaisa Kultima,et al.  Casual game design values , 2009, MindTrek '09.

[70]  James M. Rehg,et al.  Movie genre classification via scene categorization , 2010, ACM Multimedia.

[71]  Janne Paavilainen,et al.  The Pokémon GO Experience: A Location-Based Augmented Reality Mobile Game Goes Mainstream , 2017, CHI.