Summarizing Game Reviews: First Contact Aris Kosmopoulos Antonios Liapis SciFY PNPC and NCSR Demokritos Institute of Digital Games, University of Malta Athens, Greece Msida, Malta
[email protected] [email protected] George Giannakopoulos Nikiforos Pittaras SciFY PNPC and NCSR Demokritos NCSR Demokritos and Kapodistrian University of Athens Athens, Greece Athens, Greece
[email protected] [email protected] ABSTRACT content, strategies, cheats, etc. This community-driven content In recent years the number of players that are willing to submit a often informs other users’ purchases (e.g. via an aggregated review video game review has increased drastically. This is due to a com- score) but is also carefully monitored by developers and publishers bination of factors such as the raw increase of video gamers and in order to gauge opinions on specific aspects of the game which the wide use of gaming platforms that facilitate the review submis- can be patched or improved in updates to the game or in sequels. For sion process. The vast data produced by reviewers make extracting both players and developers, being able to succinctly monitor other actionable knowledge difficult, both for companies and other play- players’ views is highly beneficial. The website www.metacritic.com ers, especially if the extraction is to be completed in a timely and aggregates reviews by players and professional critics, returning efficient manner. In this paper we experiment with a game review a percentage score for the game and highlighting diverse reviews summarization pipeline that aims to automatically produce review along the spectrum of positive versus negative.