Below are posts associated with the “player reviews of games” project.
The fun of its parts: Design and player reception of educational board games
Although board, card, and other analog games can serve as useful educational technologies, little research exists to support teachers’ efforts in finding analog games that are pedagogically appropriate or likely to be well-received by their students. In this study, the authors retrieved data associated with 208 educational games from the crowdsourced website BoardGameGeek. They used this data to summarize players’ description of games into 15 themes, mechanics, and genres that can support teachers’ comparison and evaluation of analog educational games. They then analyzed how these design features influenced player reception of these games—as evidenced by game ratings on BoardGameGeek. To do this, they used two models: a hierarchical regression (features were nested within themes, mechanics, and genres categories) and a flat stepwise regression (features were all at the same level). Both analyses indicated that themes were parsimonious and significant predictors of game ratings, suggesting that the theme of an educational game may be an important consideration for teachers. The findings of this paper present helpful initial guidelines for teachers, teacher educators, and others interested in educational analog games; however, holistic evaluation of analog games and thorough consideration of their pedagogical potential are important.
A taxonomy approach to studying how gamers review games
Background. Player-generated reviews of video games represent a large, rich, and under-explored source of data for exploring what makes for an effective game. Aim. We explore whether existing theory, in the form of a comprehensive gaming taxonomy, suitably captures the issues that players raise when they review games. Method. User-submitted game reviews were coded along the dimensions of the comprehensive gaming taxonomy to test the frequency of usage of each dimension. Results. We found some support for the use of the taxonomy, as four of nine taxonomy features were frequently present in game reviews. We also found support for other features of reviews not encapsulated by the Bedwell et al. (2012) taxonomy. Specifically, we found that players often reviewed video games: a) holistically; b) by comparing them to other games, game franchises, and other reviews; and c) by judging the value of games in terms of time, money, and effort. These results have implications for using game reviews for future research.